• Title/Summary/Keyword: 소셜마케팅

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A Study on the Library Marketing Research Trends through Keyword Network Analysis: Comparative Analysis of Korea and Other Countries (키워드 네트워크 분석을 통한 도서관마케팅 연구 경향 분석 - 우리나라와 국외연구의 비교분석 -)

  • Lee, Seongsin
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.383-402
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    • 2016
  • The purpose of this study is to study library marketing research trends in Korea and other countries through the analysis of author keyword network of peer-reviewed journal articles. The author keyword was collected from four major LIS journals in Korea and Scopus academic database for other countries'. The data was analyzed using NetMiner4 software. The results of the study were as follows: 1) In Korea, lots of library marketing studies focused on public libraries. However, there was a range of library marketing researches focused on academic libraries in other countries, 2) In Korea, there was not a variety of subjects of library marketing studies and the studies were mainly led by a few scholars, 3) In other countries, many scholars paid attention to digital library marketing through social media and/or web, and 4) there little library marketing studies focused on school libraries both in Korea and other countries.

A Case Study on the Seven Bridge Brand Campaign in Busan - Focus on Digital Storytelling (부산시 세븐브리지 브랜드 캠페인 사례연구 - 디지털 스토리텔링을 중심으로)

  • Chung, Hae Won;Yu, Hyun Joong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.449-454
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    • 2022
  • This study was conducted as a case study to examine the characteristics and differences from the storytelling defined in the previous research through an analysis of the storytelling of brand campaigns appearing on the digital platform and to explore them. The results of the Seven Bridges brand campaign conducted by Busan City for eight months from September 2021 to May 2022 were as follows. First, storytelling that can be interpreted in various ways for individual users was conducted. Second, storytelling was composed of four stages based on social media marketing. Third, it was possible to establish a storytelling hierarchy that exposes the story in consideration of the marketing funnel. Through the case, it was possible to examine the recent brand campaign's storytelling as a framework that can be interpreted in various ways, focusing on social media.

A Study on the Customer Satisfaction and Re-Purchase Intention on Characteristics of Social Shopping (소셜쇼핑의 특징이 고객만족 및 재구매의도에 미치는 영향)

  • Gu, Seung-Hwan;Wang, Ping;Jang, Seong Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2048-2061
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    • 2014
  • This paper redefines the concept of social shopping as the part of social commerce and identifies the significant factors to the customer satisfaction and repurchase intention for the social shopping using the factor analysis based on the selected elements from the previous research results. Structural equation modeling(SEM) result shows that 3 significant factors to the customer satisfaction are price, convenience of web site use and fun. But Security, reliability, diversity did not affect significantly satisfactorily. From the resulting factors to the customer satisfaction, users of social shopping seems to be satisfied with site entertainment like looking around and comparison shopping. The main purpose of visiting social shopping sites is considered as not only purchase of goods or services but also entertainment in the community and cyberspace. The results of this study, it provides an indication of the aspects of marketing that can be used in social shopping practice.

Information Diffusion on A Social Media-From Tourism Information at Twitter (소셜 미디어 내의 관광정보 확산에 관한 연구 -트위터를 중심으로-)

  • Kim, Ee Hwan;Park, Deuk Hee;Park, Joo Seok
    • Journal of Information Technology and Architecture
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    • v.11 no.4
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    • pp.471-483
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    • 2014
  • The purpose of this study was to look over the sharing and flow of information on tourism tourist destination made through social media by utilizing social network analysis. In this research for compared the exchange and diffusion relationships and made information sharing among users of the network group for the Seoul / Busan Tourism Twitter. The first part of analysis dealt with the network centralization and information dissemination patterns from a global perspective. The second part was an analysis of nodes with the highest degree centrality in order to identify the most influential user within the Twitter network and determine the information flow and user characteristics with respect to the information dissemination pattern in Seoul/Busan tourism Twitter. The results scientific evidence was presented that social media users' information search behavior information to understand the sharing and spreading patterns, social media as a marketing tool, simple products and services that will ultimately provide the desired information detainee information is not a means of promoting utilization was presented.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

The Convergence Effect of Gender, Age, Motivation, Sensitivity and Information Acceptance of Aviation Related Social Media Users (항공 관련 소셜미디어 이용자의 성별, 연령, 이용 동기, 민감도와 정보수용의 융합적 영향 연구)

  • Hong, Ji-Suk
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.201-210
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    • 2020
  • The study was conducted to predict usage attitudes and behaviors by combining usage motivation and sensitivity, gender, and age in aviation-related social media. Specifically, the purpose of this study was to examine the effects of social media information acceptance, motivation and sensitivity on gender acceptance by gender and age. To this end, we collected data in an even distribution to prevent gender and age bias among adults aged 20 or older online from April 19 to May 3, 2018. As a result, the lower the female and age in the gender and age had a positive effect on the acceptance of social media information. Motivation for use has a positive effect on information acceptance and sensitivity has a negative effect on information acceptance. Through this, it was found that user class such as gender and age, motivation to use, and sensitivity affect information acceptance. In addition, the negative aspects of the sensitivity factor can be identified, and it is expected to be used as basic data in aviation-related social media marketing strategies.

A Study on the Protection of Creators' Rights Using Social Media for Non-fungible Token Marketplaces (대체 불가능 토큰 마켓플레이스를 위한 소셜미디어를 활용한 창작자 권리 보호 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.667-673
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    • 2021
  • Unauthorized generations and sales of non-funable tokens (NFTs) without the consent of the creator is one of the biggest problems that arise in NFT Marketplaces. This study proposes a method to practically reduce the problem of NFT sales without the consent of the creator by means of authentication with social media accounts. Through the proposed method, creators who are already using social media as a means of communication and marketing for creative activities can authenticate with their own accounts. Creators who have difficulty authenticating with their own accounts will be provided with alternatives to authenticate using human networks. In addition, the proposed method of protecting creator rights was designed using a flowchart to enable development using only the public API (Application Programming Interface) provided by social media. The proposed method can protect creators' rights and reduce damage caused by NFT fraud by inducing buyers to trade NFTs of authorized sellers through social media.

Users' Attitude and Behavior about Movies by the Type of SNS Usage (SNS 이용 유형에 따른 영화에 대한 태도 및 행동)

  • Choo, Hyun;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.690-701
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    • 2013
  • With the increasing adoption of social network services (SNS), the cultural and art industry is also embracing SNS as an important tool of marketing. Users can share various cultural experiences on SNS easily, and companies can analyze SNS to understand the users for effective marketing. Based on this background, this study analyzed users' behavior and attitude about movies according to SNS usage types. Users of SNS were surveyed and clustered into 'information seekers', 'fun seekers', and 'relationship seekers'. Next, the behavior of the users in each cluster was compared regarding information search about movies, preferred online advertisement channels, and post-watching behavior. The results showed that the SNS usage type has significant relationship with the behavior and attitude about movies. This suggests that movie industry can establish effective online marketing strategy by analyzing SNS usage of users.

Comparing the Results of Big-Data with Questionnaire Survey (빅데이터 분석결과와 실증조사 결과의 비교)

  • Kim, Do-Goan;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2027-2032
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    • 2016
  • The rapid diffusion of smart phones and the development of data storage and analysis technology have made the field of big-data a promising industry in the future. In the marketing field, big-data analysis on social data can be used for understanding the needs of consumers as an effective and efficient marketing tool. Before the age of big-data, companies had relied upon the traditional methods such as questionnaire survey and marketing test in which a small number of consumers had participated. The traditional methods have still been used. Although both of big-data analysis and traditional methods are useful to understand consumers. It is need to check whether the results from both include similar implications. In this point, this study attempts to compare the results of big-data analysis with that of questionnaire survey on some cosmetics brands methods. As the results of this study, both results of big-data analysis and questionnaire survey include similar implications.

A Review of Research on Social Network Services Using the New Media Evolutionary Model (뉴미디어 발전단계모델을 적용한 소셜네트워크 서비스 분야의 연구동향분석)

  • Kwak, Hyun;Lee, Ho Geun
    • Informatization Policy
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    • v.18 no.3
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    • pp.3-24
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    • 2011
  • The purpose of this paper is to indicate possible future research directions for social network services(SNS) by reviewing past and recent trends in SNS studies. The framework used for the analysis is the New Media Evolutionary Model(NMEM) proposed by Wimmer and Dominick, a four-phase system for research on new media development. Although early forms of SNS emerged in the late 1990s, most research in this field has been published in the past five years. We searched for SNS-related articles published from 2006 to August 2011 from academic journal archives in information systems, communication, marketing, and other fields, and classified them according to the NMEM to analyze the current state of SNS research. Researchers in this field have so far focused on the first two phases of the model(the media itself and use of the media), but little research has been conducted on the third(effects of the media) and fourth phases(improvements in the media). Although SNS research is still in its early stages, we suggest the need for more studies on the effects of SNS and how it can be improved. Very few studies test existing theories or build new theories related to SNS. Thus, a more rigorous approach towards SNS research is warranted, and future research should focus on theory building and testing.

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