• Title/Summary/Keyword: 콘텐츠 마케팅

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A Study on the Relationship between Release Time and Average Event Period (출시시기와 평균 이벤트 기간과의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.461-462
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    • 2020
  • 국내 온라인 게임은 1996년 바람의 나라를 시작과 1998년 리니지의 성공으로 2020년 오늘날에 이르러 온라인 게임은 국내 게임산업의 중추 플랫폼으로 발전해 왔다. 1999년말부터 2000년대 초반에는 온라인 게임의 태동 시기로 온라인 게임의 수요보다 공급이 부족하였지만 20년이 지난 오늘날에는 많은 수의 온라인 게임들이 시장에 나오고 있어 광고, 이벤트 등 마케팅 활동이 중요한 시기가 되었다. 이에 게임 출시 시기에 따라 이벤트의 중요성이 게임의 성공 여부에 커다란 영향을 미칠 것으로 예상하고, 본 연구에서는 출시 시기에 따라 세 개의 게임을 선정하여 One-way ANOVA을 실시하여 세 게임간의 이벤트의 평균의 차이를 연구하였다.

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A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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Design of method to analyze UI structure of contents based on the Morphology (형태적 관점의 콘텐츠 UI구조 분석 방법 설계)

  • Yun, Bong Shik
    • Smart Media Journal
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    • v.8 no.4
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    • pp.58-63
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    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.

A Competitiveness Analysis on Business Resources of 'TVING' in Korean OTT Market: Focusing on Resource-based Theory and VRIO Framework (국내 OTT 시장에서 '티빙' 경영자원의 경쟁력 분석: 자원준거이론(RBT) 및 VRIO 분석 모형을 기반으로)

  • Vickie Jinhee Yu;Ilhan Hong;Kenneth Chi Ho Kim
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.147-172
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    • 2023
  • This study aims to review the competitiveness of 'TVING', a Korean OTT player in Korean market. For this, this study extracts core business resources of TVING focusing on resource-based theory, and analyzes their competitiveness under VRIO framework. TVING has 4 tangible and intangible resources respectively and 1 human resource. Tangible resources of TVING are technology(recommendation, compression), content(original, exclusive, discriminative non-exclusive), production studio, and paid-subscribers. Intangible resources are content planing capability, distribution network(local, global), marketing promotion·PR, sales), brand preference. And human resource of TVING creates IP professionalism of the company. As a result of VRIO analysis, discriminative non-exclusive content, production studios, and domestic service channels are the most powerful resources of TVING to 'sustain competitive advantage'. Technology, original content, planning capability and IT professionalism bring 'temporary competitive advantage', while exclusive content, the number of paid-subscribers, global service network, and promotion capabilities are not core resources with staying in competitive rank stages. By the way, TVING has potential users for sales of KT and LGU+ thanks to partnership and M&A, but this is not effectively used at the organization level yet. The meaning of this study can be found in that this evaluated competitiveness by each resource of TVING and arranged its implications.

A Study on the Impact Factors of Contents Diffusion in Youtube using Integrated Content Network Analysis (일반영향요인과 댓글기반 콘텐츠 네트워크 분석을 통합한 유튜브(Youtube)상의 콘텐츠 확산 영향요인 연구)

  • Park, Byung Eun;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.21 no.3
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    • pp.19-36
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    • 2015
  • Social media is an emerging issue in content services and in current business environment. YouTube is the most representative social media service in the world. YouTube is different from other conventional content services in its open user participation and contents creation methods. To promote a content in YouTube, it is important to understand the diffusion phenomena of contents and the network structural characteristics. Most previous studies analyzed impact factors of contents diffusion from the view point of general behavioral factors. Currently some researchers use network structure factors. However, these two approaches have been used separately. However this study tries to analyze the general impact factors on the view count and content based network structures all together. In addition, when building a content based network, this study forms the network structure by analyzing user comments on 22,370 contents of YouTube not based on the individual user based network. From this study, we re-proved statistically the causal relations between view count and not only general factors but also network factors. Moreover by analyzing this integrated research model, we found that these factors affect the view count of YouTube according to the following order; Uploader Followers, Video Age, Betweenness Centrality, Comments, Closeness Centrality, Clustering Coefficient and Rating. However Degree Centrality and Eigenvector Centrality affect the view count negatively. From this research some strategic points for the utilizing of contents diffusion are as followings. First, it is needed to manage general factors such as the number of uploader followers or subscribers, the video age, the number of comments, average rating points, and etc. The impact of average rating points is not so much important as we thought before. However, it is needed to increase the number of uploader followers strategically and sustain the contents in the service as long as possible. Second, we need to pay attention to the impacts of betweenness centrality and closeness centrality among other network factors. Users seems to search the related subject or similar contents after watching a content. It is needed to shorten the distance between other popular contents in the service. Namely, this study showed that it is beneficial for increasing view counts by decreasing the number of search attempts and increasing similarity with many other contents. This is consistent with the result of the clustering coefficient impact analysis. Third, it is important to notice the negative impact of degree centrality and eigenvector centrality on the view count. If the number of connections with other contents is too much increased it means there are many similar contents and eventually it might distribute the view counts. Moreover, too high eigenvector centrality means that there are connections with popular contents around the content, and it might lose the view count because of the impact of the popular contents. It would be better to avoid connections with too powerful popular contents. From this study we analyzed the phenomenon and verified diffusion factors of Youtube contents by using an integrated model consisting of general factors and network structure factors. From the viewpoints of social contribution, this study might provide useful information to music or movie industry or other contents vendors for their effective contents services. This research provides basic schemes that can be applied strategically in online contents marketing. One of the limitations of this study is that this study formed a contents based network for the network structure analysis. It might be an indirect method to see the content network structure. We can use more various methods to establish direct content network. Further researches include more detailed researches like an analysis according to the types of contents or domains or characteristics of the contents or users, and etc.

The Direction of Development of Leisure and Tourism Contents in Connection with Osaek District (강원도 오색지구 레저·관광 콘텐츠 개발 방향)

  • Lee, Gye-Young;Kim, Tae-Dong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.307-319
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    • 2019
  • This study aims to provide the basic materials for the development of leisure and tourism contents in connection with Osaek cableway for the revitalization of Osaek District. For such a purpose, the following policy directions were presented through the analysis of the present situation and conditions of Osaek District, the direction of development of leisure and tourism contents of Osaek District, etc. The first is increasing the participation of local residents and reinforcing their capabilities. The suggested promotion plans are ① establishing organizational system and strengthening support, ② reinforcing the capabilities of local residents and ③ constructing networks with external human resources. The second is setting the guidelines for contents development. It was proposed to prepare contents for leisure experience using the natural environment of Osaek District in response to the trend of increase of people who enjoy "contents using culture and arts" and leisure. The third is typological approach to contents. It was proposed to develop cultural contents with the theme of Osaek such as "Osaek Light Festival", "Osaek Concert", "Osaek Photo Exhibition" and "Osaek Good Men and Women Contest" for the promotion of the brand of the place name of Osaek and the creation of the "Picture Book Village" for the compilation of the history and culture of Osaek District with pictures. The fourth is securing marketing channels. For this, it was proposed to produce the website of Yangyang County or a website tentatively named as "Osaek-ri with Beautiful Osaek" and introduce an integrated travel product (transportation + lodging + foods + experience (hot spring, mineral water therapy, leisure experience, etc.) + purchasing local specialty products, etc.) composed of the leisure and tourism contents, transportation, lodging, foods, etc. of Osaek District through travel agencies. The final policy direction presented was phased implementation of the development and operation of the contents. Proposed policies include support of a consulting project to upgrade the organization of local residents; implementation of "Tourism Dure (Cooperative)" project for the solution of the problem of tourism in Osaek District by the residents themselves together using the space of culture and arts made by remodeling idle public and private facilities after benchmarking exemplary places; system improvement for the introduction of leisure and tourism contents appropriate for local conditions; and the establishment of a master plan for the introduction of various leisure and tourism contents in Osaek District.

A Study on Development and Utilization of Brand Webtoon for Public Relations of Archives: focused on the National Archives of Korea (기록관 홍보를 위한 브랜드웹툰 개발 및 활용방안 연구 - 국가기록원을 중심으로 -)

  • Choe, Min-Hui;Kim, Tae-Young;Oh, Hyo-Jung;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.17 no.1
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    • pp.245-273
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    • 2017
  • To complement the limitations of the public relations method performed currently in archives and serve various users, a new approach to public relations are needed. Recently, as the size of the webtoon market has expanded, public relations using webtoons continues to heighten in enterprises and public institutions. Therefore, this study proposed a method for public relations using brand webtoon as a means of promoting the archives. This study was focused on the National Archives of Korea. Thus, based on the analysis of roles, service, contents, and users of the National Archives of Korea, this study suggested production plans to increase the promotional effect in brand webtoons and strategies such as viral marketing, the brand story strategy, and the one-source, multi-use (OSMU) strategy.

A Study on the Cultural Tourism Strategy for Culture-based City, Gwangju (문화중심도시 광주를 위한 문화관광 전략)

  • Lee, Mu-Yong
    • Journal of the Korean association of regional geographers
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    • v.13 no.1
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    • pp.18-31
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    • 2007
  • This paper aims to establish the cultural tourism strategy for culture-based city Gwangju. For this purpose, six key words 'topic, viewpoint, strategy, creation, change, project' are presented. The topic part includes the concept and paradigm of culture-based city Gwangju, The viewpoint part includes the cultural politics of tourism. The strategy part presents creative tourism as a vision of tourism, planning for the alternative cultural tourism contents, seven core types of Gwangju cultural tourism, and the five strategies of creative tourism Gwangju. The Creation part and the change part include respectively Gwangju place marketing strategy and the method of making creative cultural tourism subjects. Finally, the core projects of Gwangju creative tourism named 4CT projects are presented.

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A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

Case Study of Art Asset and Its Categories as Creative Place Asset (창조적 장소자산으로서 예술자산의 유형과 사례 연구)

  • Chung, Su-Hee;Lee, Byung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.1
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    • pp.28-44
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    • 2014
  • As the era of glocalization arrives, each area of the world with the uniqueness trying to enhance competitive advantage. In this context, the 'Art asset' should be understood as an independent 'Content' in terms of place marketing & creative regional regeneration. Especially in a place as a component of assets 'art' is recognized as an independent content & as a means for new areas of creative regeneration and the local economy will be discussed. To do this, place the property on the basis of a review of existing research on the concept of a new arrangement of art assets were classified by type and each of the cases examined. Ultimately, through the review of creative play area as a place of art assets and utilize the potential value of plce asset is the goal of this article.

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