• Title/Summary/Keyword: 커뮤니케이션 전략

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Effects of Source's Social Distance on Consumer's Responses to Corporate Facebook Page: Focusing on Moderating effects of blatant persuasive intention, normative interpersonal influence and informative interpersonal influence (정보원의 사회적 거리감에 따른 기업 페이스북 페이지에서의 광고 효과: 메시지의 노골적 설득 의도, 규범적 대인민감성, 정보적 대인민감성의 조절 효과를 중심으로)

  • Kim, Ha-Rim;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.25 no.5
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    • pp.7-42
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    • 2014
  • This study is designed to examine the effects of information source's social distance on message attitude and online word-of-mouth intention (e-WOM). It also examined the moderation effects of blatant persuasive intention of message, the normative interpersonal influences, and the informative interpersonal influences on the relationship between social distance and advertising effectiveness. This study employed an experiment: 2(far/near social distance far/near) ${\times}2$(high/low blatant persuasive intention of message) ${\times}$(high/low normative interpersonal influences) ${\times}2$(high/low informative interpersonal influences). The results of this study are as follows. First, closer social distance led to more positive message attitude and higher online word-of-mouth intention. Second, when blatant persuasive intention of message is low, the effects of social distance on message attitude and WOM intention were more noticeable while those effects were less significant for high blatant persuasive intention of message. Third, there were no interaction effects of social distance and normative interpersonal influences on advertising effectiveness. Fourth, the effects of social distance on message attitude and WOM intention were more significant for high informative interpersonal influences than for low informative interpersonal influences. Implications of study findings are provided for strategic use of corporate Facebook page to generate positive consumer responses.

An Exploratory Study For Developing Perceived Elderly Stigma Scale (지각된 노인 낙인 척도 개발을 위한 탐색적 연구)

  • An, Soontae;Oh, Hyun Jung;Chung, Soondool
    • 한국노년학
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    • v.37 no.2
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    • pp.309-328
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    • 2017
  • The purpose of this study is to develop a perceived elderly stigma scale for intergenerational research and practice. Although negative stereotypes on elderly population have worsened physical and psychological health of older people, there has been a lack of systematic efforts to measure and monitor stigmatic perception and behavior of younger generation on elderly people. We initially constructed a 34-item perceived elderly stigma scale, by integrating the processes of literature review and exploratory item generation. After confirming the face validity of the scale, a 31-item perceived elderly stigma scale was tested with 252 adults recruited from an online research panel. The result of an exploratory factor analysis suggests a 5-factor solution with 28 items: ability, personality, appearance, authoritarian dependancy, and family-obsession. The convergent/discriminant validity was confirmed by examining its relationships with ageism, elderly discrimination, attitude toward elderly, and respect for elderly. After a series of refinement and empirical tests, the perceived elderly stigma scale would contribute to understanding the current state of elderly discrimination in our society and to develop necessary policies and promotion strategies to eliminate intergenerational conflicts.

The Effects of Types of Self-Identity on Quasi-social Interactions and Information Sharing Intentions with Facebook Opinion Leaders (자아정체성의 유형이 페이스북 의견 지도자와의 준사회적 상호작용 및 정보공유 의도에 미치는 효과)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.225-232
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    • 2021
  • Nowadays, opinion leaders influence the formation of public opinion on various issues in social network services. There has been a lack of research on the personal characteristics that inspire users to interact with opinion leaders and show intent to act. This paper verifies how the disposition of Facebook users' self-identity affects the quasi-social interaction with opinion leaders on Facebook and the intention to share information. As the perception and behavior of users on social media platforms differ depending on the type of issue, an online survey was conducted by classifying issue types into life culture and political sectors. Research found that personal identity had a significant positive effect on quasi-social interactions in the life culture and politics sectors, while group identity negatively affected quasi-social interactions. In addition, the intention to share information was confirmed to have a significant effect only in the life and culture areas of self-identity (social and group identity). Quasi-social interaction was confirmed to have a significant positive effect on all issue areas. The results of this study suggest the need to consider variations in opinion leader marketing strategies based on the types of self-identity of Facebook users in the future. In addition, the study shows that raising the level of quasi-social interaction at the corporate level without distinction of issue types can lead to effective results.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

A Study of Factors Affecting the Amount of Children's YouTube Use (어린이의 유튜브 이용량에 미치는 영향 요인 연구)

  • Joe, Su-San;Kim, Bong-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.45-57
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    • 2021
  • The purpose of this study is to identify what factors have impacts on the amount of YouTube viewing. In doing so, usage type, children's levels of self-control on viewing, parent's perception of media contents, and parental mediation style were investigated by age. The result of the study showed no significant differences of the amount of use by the different age groups. There were, however, significant differences in terms of subscription status(non subscription based vs. subscription-based viewing), level of self-control, perception of content, and parent's mediations (technology, supervision, and guidance). Given the amount of YouTube use, the subscription status and parent's supervision were significantly influential factors for the age group of 3-4 years old. For the age group of 5-6, subscription status, levels of self-control, and mediation of parent's supervision and guidance were influential factors. For the age of 7-9, subscription status, the level of self control, and premium service were significantly influential. Finding similarities and differences in meaningful variables by age group suggests that different strategies should be used to reduce the amount of children's YouTube use. In addition, it raises the need for a more detailed classification of children's YouTube usage methods, which have not been addressed so far, and the need for research on the influence of these methods.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.

The Moderating Effect of Self-efficacy on the Relationship between Regulatory Focus and Service Attachment in Live-commerce (라이브커머스에서 소비자의 조절초점성향과 서비스애착 관계에 미치는 자아효능감의 조절효과에 관한 연구)

  • Sung, Jung-yeon
    • Journal of Venture Innovation
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    • v.6 no.4
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    • pp.83-97
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    • 2023
  • The growth of the live commerce market allows you to conveniently and simply start live commerce anytime, anywhere with a smartphone. The use of smartphone services provides continuous communication and is used while feeling psychological attachment, and it leads to psychological attachment, self-consistency with consumers themselves, and self-identity. This study focuses on the motives and perceptions of consumers using live commerce. In other words, we will examine the relationship with service attachment through the moderating effect of self-efficacy and control focus tendency as consumers' personal and psychological characteristics. In other words, the tendency of regulatory focus, which determines the direction of behavior of consumers according to their motives and goals, affects the service attachment of live commerce. We believe that self-efficacy, which is personal confidence and belief that you can plan and execute on your own for the desired outcome in a given situation or task, will control this relationship. As a result of this research, consumers who highly perceive prevention focus were more likely to avoid negative consequences and pursue safety and obligations. Their attachment to live commerce services was stronger, offsetting their confidence and self-efficacy. When using live commerce services, the more they perceive that information acquisition is beneficial, the higher their belief, and self-efficacy, so service attachment, which is an emotional experience as well as a cognitive experience, is strongly formed for consumers with a preventive focus to avoid safety-seeking and negative consequences. Through the present research results, we believe that it will be helpful in operating strategies and management for companies and small business owners who want to understand the psychological behavior of consumers in using live commerce services.

A Study on the Perceived Value and Intention of Use of Mobile Shopping Apps Using Value-Based Adoption Model (VAM) (가치기반수용모델(VAM)을 활용한 모바일 쇼핑 앱의 지각된 가치와 사용의도에 관한 연구)

  • Jhee, Seon Young;Kim, Mun-Ki;Han, Sang-Lin
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.101-116
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    • 2024
  • As the spread of smartphones has become more common and the utilization rate has increased, the mobile shopping market is also growing and expectations for related industries are also increasing. Mobile shopping apps are converging with various industries such as fashion, beauty, and lifestyle, and competition among companies to increase the number of users is intensifying with the activation of non-face-to-face. Accordingly, in this study, a study on the perceived value and intention to use mobile shopping apps was conducted based on a VAM. In order to test the hypothesis of this study, a questionnaire was conducted on 266 people who had used a mobile shopping app and it was used for analysis. Looking at the results, it was confirmed that both usefulness and enjoyment among the perceived benefit of mobile shopping apps have a positive (+) effect on the perceived value. However, it was found that the technicality and perceived risk among the perceived sacrifices of mobile shopping apps did not significantly affect the perceived value. Finally, it was confirmed that the perceived value of the mobile shopping app had a positive (+) effect on the intention to use. Through this study, we would like to examine the factors that can affect perceived value and usage intention in the mobile shopping app industry, which is increasingly competitive among companies along with the rapid growth of mobile technology and market, and suggest practical implications for related companies and officials to establish efficient strategies to further increase mobile shopping app users.

A study on Korean tourism trends using social big data -Focusing on sentiment analysis- (소셜 빅데이터를 활용한 한국관광 트렌드에 관한연구 -감성분석을 중심으로-)

  • Youn-hee Choi;Kyoung-mi Yoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.97-109
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    • 2024
  • In the field of domestic tourism, tourism trend analysis of tourism consumers, both international tourists and domestic tourists, is essential not only for the Korean tourism market but also for local and governmental tourism policy makers. e will explore the keywords and sentiment analysis on social media to establish a marketing strategy plan and revitalize the domestic tourism industry through communication and information from tourism consumers. This study utilized TEXTOM 6.0 to analyze recent trends in Korean tourism. Data was collected from September 31, 2022, to August 31, 2023, using 'Korean tourism' and 'domestic tourism' as keywords, targeting blogs, cafes, and news provided by Naver, Daum, and Google. Through text mining, 100 key words and TF-IDF were extracted in order of frequency, and then CONCOR analysis and sentiment analysis were conducted. For Korean tourism keywords, words related to tourist destinations, travel companions and behaviors, tourism motivations and experiences, accommodation types, tourist information, and emotional connections ranked high. The results of the CONCOR analysis were categorized into five clusters related to tourist destinations, tourist information, tourist activities/experiences, tourism motivation/content, and inbound related. Finally, the sentiment analysis showed a high level of positive documents and vocabulary. This study analyzes the rapidly changing trends of Korean tourism through text mining on Korean tourism and is expected to provide meaningful data to promote domestic tourism not only for Koreans but also for foreigners visiting Korea.