• Title/Summary/Keyword: 캐릭터 마케팅

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A Study on the Relationship between Customers and Shop Managers according to Line of Brands (브랜드 군에 따른 고객과 숍 매니저간의 관계 특성 연구)

  • Ahn So Hyun;Lee Kyoung Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.9
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    • pp.1669-1680
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    • 2001
  • 본 연구는 의류점포의 고객과 숍 매니저 사이의 관계를 보다 포괄적인 관점에서 심층적으로 이해함으로써 대 고객 관계마케팅에서의 우위를 점하기 위한 전략도출에 기여하고자 하는 목적에서 이루어졌다. 이를 위해 백화점에 입점해 있는 디자이너 브랜드와 캐릭터 브랜드 의류점포 각 4곳의 고객 9명과 숍 매니저 8명에 대한 문화기술적 면접과 이들 점포에 대한 참여 관찰을 통한 질적 연구가 2000년 5월부터 8월말까지 행해졌다. 연구 결과에 대한 내용분석에 따르면 브랜드군 간에는 관련변인이나 관계 형성 과정 등 장기적 관계 형성 메커니즘에 차이가 있는 것으로 밝혀졌다. 또 관계에 대한 관점에 따라 추구이점이 다름으로써 관계에 대한 관여 수준, 관계의 질, 관계지속기 간, 신뢰에 대한 관점에 차이가 발생하는 것으로 나타났는데 관계에의 관점과 추구이점의 차이는 가격의 차이에서 연유하는 것으로 보인다. 따라서 제품수준에 따라서 상이 한 접근방법이 요구된다. 한편 패션상품의 특성으로 하여 의류의 경우에는 고정고객 유지 뿐 아니라 신규고객 창출이 중요하기 때문에 기존의 관계 마케팅과는 다른 접근방법이 요구된다.

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The Analysis of Woman User Behavior Pattern in Online Games (여성 유저의 온라인게임 이용 행태에 관한 연구 - 온라인게임에서의 젠더 정체성을 중심으로-)

  • Seok, Sung-Hye;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.693-704
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    • 2007
  • 지금까지 사이버문화에 대한 연구는 해당 문화의 가장 큰 특성 중인 익명성과 그것이 개별 이용자들의 정체성에 미치는 영향에 대한 많은 관심이 있어왔다. 최근 주목을 받고 있는 싸이월드나 블로그 등 CMC환경에서 매체가 일반적으로 여성의 라이프스타일 및 여성성과 연관되어 정체성의 구성에 영향을 미치게 되며, 이러한 이용 형태를 마케팅과 접목하여 높은 여성 참여와 구매력을 이끌어내고 있다. 반면 온라인게임은 남성 중심의 매체로써의 특징을 가지고 있으며, 상대적으로 여성의 온라인게임 이용 행태 분석 및 마케팅 전략 연구가 미흡하였다. 온라인게임에서 여성 이용자의 참여나 구매력을 이끌어 내기 위해서는 우선적으로 남성 중심적 매체에서 여성 온라인게임 유저의 이용 행태 분석 이 선행되어야 하며, 이를 통하여 여성의 온라인게임 소비 패턴과 특성을 파악하고, 나아가 고객 충성도, 구매력과의 관련성 속에서 마케팅적 시사점을 도출하여야 할 것이다. 본 연구는 온라인게임 여성 유저의 심층 인터뷰를 통하여 우선적으로 연령별 게임 이용 패턴 - 게임이용 장소, 초기 진입 방식, 커뮤니티 활동, 아이템 구매 형태 등 - 에 대해 알아보고, 다음으로 여성 유저의 게임 플레이 방식으로 게임 내 캐릭터의 전유 방식(몰입)과 게임 플레이 스타일을 고찰하고자 한다. 이때 여성의 온라인게임 이용 방식이 남성적 매체라는 구조적 공간 내에서 여성의 성적 특성이 온라인게임 소비 행태에 어떠한 영향을 미치며, 또한 여성 유저의 이용 방식에 따라 고객 충성도에 미치는 효과에 대해 알아보도록 한다.

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Study on the Development of Neo-pop Art Character T-shirts for Cause Related Marketing - Focused on Romero Britto - (공익연계마케팅을 위한 네오팝아트 캐릭터 티셔츠 개발 연구 - 로메로 브리토를 중심으로 -)

  • Ku, Bonhye;Kim, Mihyun
    • Journal of the Korean Society of Costume
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    • v.65 no.7
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    • pp.75-85
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    • 2015
  • The purpose of this study is to examine ways to vitalize cause related marketing (CRM) by proposing character T-shirts The campaign will employ Neo-Pop art, a genre popular with both companies and consumers. Study results are as follows: First, campaign T-shirts on the issue of human alienation resulting from digitalization can be utilized to generate financial profit that can be returned to society. This can lead to the acts of exchange for profit generation, public image improvemen of companies, and enhancement of their external status. As for the non-financial aspect, the campaign could lead to increased awareness of social issues and present opportunities to take actions of improvement. Second, the financial objective of character T-shirts dealing with environmental issue of sustainability involves brand distribution network support and revitalization of promotion such as shopping basket of love and eco-friendly store matching program for eco-friendly campaign. As for the non-financial aspect, it can help raise consumers' awareness of cause related activities such as crowd funding and fundraising and prepare opportunities of direct participation. Third, the financial objective of character T-shirts dealing with natural disaster relief activities on the global level involves brand recognition level increase and enhancement of positive association of companies through emergency relief and articles support as a result of drastic increases in casualties from nature disasters. As for the non-financial aspect, it can induce people's participation in relief activities and lead to the establishment of crisis response procedures. The information on the development of pop-art character T-shirts proposed in this study is expected to be used as basic information on cause marketing of fashion companies in the future, while providing inspiration to related fashion design.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

Validity and Expected Effect of International Marketing Cooperative for Korean Animation (애니메이션 해외 배급 활성화를 위한 마케팅 협동조합 도입의 타당성 연구)

  • Kim, Young Jae
    • Cartoon and Animation Studies
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    • s.36
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    • pp.121-145
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    • 2014
  • Operating under the principle of user-benefit maximization and democratic user-control, cooperatives are being spot-lighted as a business model satisfying the various social, financial needs. In Korea, the Law of Cooperative was enacted as of December 2012, which has enabled the establishment of cooperatives in variety of industry fields. This study is to discuss the expected effect and validity of marketing cooperative as a solution for insufficient sales revenue in international distribution of Korean animation. The interviews with Korean animation studios found out the key problems of overseas distribution, which are; 1) lack of marketing expertise and weak organization, 2) lack of ancillary rights exploitation due to the deals based upon all rights package with the broadcasters who are not interested in ancillary business, 3) lack of localized marketing support in each territory. The solution for these problems takes large and long-term marketing investment and it is far beyond the capabilities of small Korean animation studios. Marketing cooperative can provide services not available otherwise such as in-depth market research which will help the improvement of international marketing expertise. Also. as the cooperative carries enough volume of animation catalogue, it can increase negotiation power satisfying the various needs of buyers. Also, it can provide the precise marketing support for each territory by integrating every process of value chain, from TV broadcasting, merchandising, and digital media platform. Above all, a clear benefit of marketing cooperative is that, because of its user-benefit and user-control principle, the principal-agent problem can be minimized while it maximizes the profit for member studios.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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A Study on virtual character from the viewpoint of E-branding (E-branding관점에서 본 감정이입 가상 캐릭터의 연구)

  • 이지희
    • Archives of design research
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    • v.17 no.3
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    • pp.81-90
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    • 2004
  • The reason of the appearance of Internet is regarded as a milestone since we have shared information globally in a mutual way. The important thing on this point is what contents we choose for ourselves. The Internet could be meaningless unless we use it in a certain way, which ultimately means that the Internet has to deliver something valuable to us humans. Therefore, we have looked at how we can deliver and share humanity and emotion through the Internet, also how we can instill vital power into our real life, through the Internet. Fortunately, the current study must essentially be ongoing due to its nature with perhaps a multidisciplinary team brainstorming ideas. The reason for that is that not only could we find new business models for companies, but also find out new ways to appease the human mind in the modern age. In addition, as consumers needs become more specialized and diversified, companies are expected to face up to fierce competition with the help of innovative ideas. The ever-intensifying competition requires companies to cultivate new strategic tools in order to have new, powerful and sustainable comparative advantages. The goal of this research will be to explore ways of finding a new approach. Specifically, this research is about how to use the EVC(empathetic virtual character), which, this researcher believes, can deliver emotional benefits so as to make e-branding successful. According to reports, it has been proven that this new concept including the EVC can result in tremendous success. So the goal of this research is to explore the current situation and to anticipate the future concerning virtual characters.

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Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

A Study on the Marketing Factors and the Brand Image Influencing the Impulse Purchase Tendency of Women Who Buy Character Clothing Brands (여성 캐릭터 의류 브랜드 구매자의 충동구매에 영향을 미치는 마케팅 요인과 브랜드 이미지에 대한 연구)

  • 신수연;이정미
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.7
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    • pp.833-842
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    • 1998
  • The purpose of this study is to (1) investigate on the impulse purchase tendency of women who buy women's character clothing brands and (2) to clarify the relationship between the women's impulse purchase tendency and the marketing factors, and the brand image. The subjects were 203 women in their twenties and thirties who had purchased the women's character clothing brands in last six months living in Seoul. The data were collected by self-administered questionnaire and were analyzed by frequency, percentage, t-test, clustering analysis and MDS(Multi-Dimensional Scale). The results of the study were as follows: (1)66.0% of the women were categorized as the group of high-degree of impulse purchase tendency and 34.0% of the women were identified as the group of low-degree of impulse purchase tendency. (2) In identifying the relationship between the marketing factors and the impulse purchase tendency, the group of the high-degree of impulse purchase tendency was affected by the marketing factors such as new and fashionable products, status of display, advertising and discout selling. (3) Brand image was not statistically significant according to the impulse purchase tendency. As a whole, 'Obzee' was recognized as unique-style and sexy brand, 'Time' and 'Mine' were thought as the reasonable-prince and basic-style brands, 'Deco' were clarified as the intellectual-image brand, and 'Ego' and 'Telegraph' were revealed as high-price-image brands.

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Customer Satisfaction and Relationship Marketing according to Service Quality of Men's Character Casual Clothing Brand Stores (남성 캐쥬얼 웨어 점포의 서비스품질에 따른 고객만족과 관계 마케팅)

  • 신수연;류인숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.11
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    • pp.1179-1189
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    • 2003
  • This study had a focus on service quality, customer satisfaction and relationship orientation. The subjects of this study were: 1) to examine the conceptual structure of service quality perceived by males consumers of character clothing brands, 2) to examine of the service quality on customer satisfaction, and 3)to examine relationship between customer satisfaction and relationship orientation. The questionnaire was collected between October, 28 and November, 8 in 2002. Samples of 271 respondents were obtained. The sample consisted of males in their twenties and thirties who had a experience on buying character clothing brands in Seoul. To analyze the data, reliability analysis, percentage, frequency analysis, factor analysis, correlation analysis, and regression analysis were applied. The results were as followings: 1) As a result of factor analysis, the service quality were identified by four dimensions: environmental service, personal service, products service, and promotion service. 2) As a result of correlation analysis and regression analysis, the service quality had a positive influence on customer satisfaction. Especially products service was the most important factor for customer satisfaction, followed by environmental service. 3) As a result of correlation analysis, customer satisfaction had a positive influence on relationship orientation.