• Title/Summary/Keyword: 콘텐츠 마케팅

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The Effect of Retro Restaurant Servicescape on Customer Satisfaction - Focused on Moderating Role of the SNS Trust- (레트로 식당의 서비스스케이프가 만족도에 미치는 영향 -SNS 신뢰 조절효과 중심-)

  • Yang, Dong-Hwi;Kim, Chan-Woo;Jo, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.407-416
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    • 2021
  • Recently, as retro restaurants began to appear nationwide, including Seoul, consumers are aware of the importance and use them according to the important factors of Servicescape and the use of SNS. The purpose of this study was to investigate the effect of Retro Restaurant's Servicescape and Customer Satisfaction, and the effect of SNS Trust in their relationship. Convenience sampling was used for customers with experience of using Retro Restaurant, which was recently created mainly in Seoul. The survey period lasted about one month from July 1, 2020, and the final 289 copies were used for analysis. The SPSS 21.0 statistical package program was used to verify the hypothesis. As a result of analysis, among the Servicescape factors of Hypothesis 1, attractiveness (β=.442, p<.001) and human service (β=.516, p<.001) had a significant effect on customer satisfaction. In the moderating effect of Servicescape and SNS Trust of Retro Restaurant in Hypothesis 2, attractiveness⁎SNS trust had a significant positive (+) influence. Accessibility⁎SNS trust had a significant negative (-) influence. Lastly, in the fierce food service industry environment, it aims to achieve a competitive advantage in the food service market through a differentiated servicescape such as Retro Restaurant. Through the SNS marketing strategy, the loyalty and re-visiting of customers visiting the restaurant is checked, and it is intended to be provided as useful data for establishing a customer-oriented marketing strategy.

A Study on the Tobacco Industry's Publicity Strategies: Based on the Analysis of Tobacco Company's Documents and the Media Coverage of Tobacco and Tobacco Companies (담배업계의 퍼블리시티 전략 연구: 담배회사 내부문건과 언론보도를 중심으로)

  • Oh, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.165-179
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    • 2021
  • This study investigated that what strategies tobacco companies have taken for marketing tobacco and tobacco companies on news media, by reviewing the previous research analyzing the tobacco companies' documents and the news coverage of tobacco. The tobacco document studies showed that tobacco companies have created close relationships with news media, a quid pro quo, by providing advertising and diverse forms of sponsorships and obtaining favored treatment on news coverage and have built networks with journalists by supporting journalist organizations. They have also supported thinktank groups and pro-smoking groups so as to represent and advocate their perspectives and assertions on news media and have utilized sponsorship of art and culture as pseuo-event for publicizing tobacco and tobacco companies on news media. Futhermore, news coverage of tobacco showed that news media tended to deal with tobacco issues lukewarmly, without a clear position and perspective and deliver naturally tobacco industry's perspective and message that smoking is controvertial rather than totally undesirable and unacceptable. Also, the news coverages have often reflected tobacco industry's publicity strategies identified in tobacco industry documents. This study suggests how tobacco industry access and utilize news media to obtain favorable news coverage, and thus it provides a rational of why tobacco industry's publicity activities have to be regulated.

Big Data Analysis for Strategic Use of Urban Brands: Case Study Seoul city brand "I SEOUL U" (도시 브랜드의 전략적 활용을 위한 빅데이터 분석 : 서울시 도시 브랜드 "I SEOUL U" 사례)

  • Lim, Haewen
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.197-213
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    • 2022
  • In this study, text mining analysis was performed on online big data for recognition and assessment of urban brand I Seoul U. To this end, TEXTOM, a processing program for data acquisition and analysis was used, and the 'I SEOUL U' keyword was selected as an analysis keyword. Keyword analysis shows the keywords associated with I Seoul U to be as follows: First, as a business and marketing term, keywords include pop-up store, gallery, co-branding, (festival, etc.), commodities, private companies and online. Second, as an event-related term, keywords include Han River, tree-planting day, tree planting, Hongdae, Christmas, Mapo, Jung-gu, Sejong University, and festival. Third, as a promotional term, keywords include robotics engineer Dr. Dennis Hong, Government, Art and Korea. In the N Gram analysis, as the city brand of Seoul, I Seoul U, in the public interest, was found to contribute to the commercial activities of private companies. In connection-oriented analysis, business and marketing, events, and promotions have been derived as categories. In matrix analysis, it was found that the products of the pop-up store are mainly developed, and products in the form of co-branding were being developed. In the topic modeling, a total of 10 topics were extracted and needs for commercial utilization and information for event festivals were mostly found.

Effects of Investment Behavior Factors and Sub-attributes for Lots Shopping Building on Investment Intention: Comparative Studies between Factor Level and Attribute Level and among Investors Segmented by Investment Intention (분양상가 투자행동요인과 속성들이 투자의도에 미치는 영향: 요인과 속성수준에서의 비교 및 투자의도 세분화집단 간 비교)

  • Jang, Hosup;Kim, Joongin
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.348-362
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    • 2021
  • Real estate investment behavior factors are divided into profitability, risks (stability), liquidity, and regulation (deregulation) factors. The sub-attributes of the investment behavior factors are generally formative indicators. Unlike reflection indicators, formative indicators can identify not only the influence of investment behavior factors on dependent variables, but also the influence of sub-attributes on dependent variables. Therefore, theoretical and practical needs of comparing the influences of factors and sub-attributes on dependent variables has been suggested. In this study, in order to provide information that help marketing for lots shopping building, both the causality between investment behavior factors and investment intention and the causality between sub-attributes and investment intention were comparatively studied for each of the three investor groups: the whole group, the group with high investment intention and the group with low investment intention. For this purpose, a survey and multiple regression analyses were conducted on 237 existing investors in the customer DB of a company that have been developing and selling lots shopping building in the metropolitan area and Sejong City. At the factor level, the effects of profitability and regulation were significant in the whole group and the group with low investment intention, but the effects of risk and liquidity were significant in the group with high investment intention. At the sub-attribute level, all three groups showed different results.

Brand Marketing through Transmedia Storytelling : Focusing on BTS's Branding Strategy (트랜스미디어 스토리텔링을 활용한 브랜드 마케팅 : 방탄소년단의 브랜딩 전략을 중심으로)

  • Lee, Min-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.351-361
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    • 2019
  • The objective of this article is to identify an alternative strategy for brand marketing through a case study of the Korean boy band BTS, which has recently seen a huge success in the global music scene. BTS has actively used transmedia storytelling as a tool to survive in the competitive music market. Transmedia storytelling refers to stories that are expanded across different media platforms, engaging audiences to explore from one medium to another to undergo multiple experiences. It gives audiences various ways of enjoying cultural content and participating in cultural content production through numerous media outlets. BTS has established and spread its fictional universe through albums, music videos, short films and webtoons, and has launched diverse projects where fans actively share, create, and play with their content. By inviting fans to actively participate in and interact with the BTS universe spreading through multiple media platforms, BTS can keep its fans engaged and energized. These activities have generated an emotional bond between BTS and their fans, which further leads to a worldwide fandom, based not on a producer-customer relationship but on mutual trust. The BTS case demonstrates the potential of transmedia storytelling as a useful benchmark to provide a positive brand experience for customers, which eventually enhances brand attachment and brand loyalty.

Effectiveness of Virtual Human Disclosure: The Impact of Identity Exposure on Users' Attitude Toward the Ad and Source Credibility (가상 인간의 정체성 노출이 소비자의 광고 태도와 정보원 공신력에 미치는 영향)

  • Young Jun Sohn;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.205-227
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    • 2023
  • Recently, Virtual Human(VH) has begun to appear in various media, not only on social media, but also in advertisements, music sources, and dramas. Virtual human has become a primary marketing tool for companies, but there also exist concerns when the companies do not disclose the identities of virtual humans. Accordingly, it is necessary to examine users' responses toward content that features virtual humans. This study aimed to examine how the exposure of virtual humans in the content affects users' perceptions. Therefore, the study defined the concept of 'VH Disclosure(VHD)', referring to the exposure of the virtual human's identity, and explored the impact of VH disclosure on attitude toward the ad (Hedonism, Utilitarianism, and Interestingness) and source credibility (Trustworthiness and Expertise). The study conducted an experimental survey with 302 respondents. Regardless of when the ad featured a VH or a human, the results showed that there was no significant difference between users' attitudes and source credibility. The results revealed that it was more effective to disclose the VH in social media feeds than directly reveal the VH's identity in the content. Therefore, this study utilizes a new concept of 'VH Disclosure(VHD)' to enhance the understanding of VH and contributes to establishing marketing strategies optimized for consumers in the creation of virtual human-related content.

Effectiveness of User Involvement for New Service Development : Focusing on Domestic Digital Content Industry (신규 서비스 개발 시 사용자 참여 효과 및 활용 전략에 관한 연구 : 국내 디지털콘텐츠 산업을 중심으로)

  • Yang, Hee-Tae;Lee, Ki-Baek;Choi, Mun-Kee
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.493-505
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    • 2013
  • User involvement in New Service Development(NSD) has attracted the limelight as a good method, but we still lack an empirical analysis of the effectiveness of user involvement. In addition, positive and negative determinants of user involvement in NSD have not often been dealt with in past research, and this deficiency has been identified as a barrier to the effective utilization and diffusion of user involvement in NSD. To our knowledge, this is the first study to empirically investigate the degree of implementation of user involvement in NSD, the effectiveness of user involvement, and the utilization strategy in the digital content industry. First, we reveal that ordinary user involvement is more effective for NSP performance than lead users or business partner companies. Second, we empirically demonstrate that the effectiveness of involving lead user and ordinary user in NSP is different according to the new service type and service development stage. Based on the results of our analyses, we suggest some strategic directions for the companies who want to newly adopt or improve their current level of user involvement in NSD. We expect that the implications of this study will be utilized for efficient diffusion of user involvement in NSD and will eventually contribute to tangible achievements for companies in the digital content industry.

Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

Text Mining-Based Emerging Trend Analysis for e-Learning Contents Targeting for CEO (텍스트마이닝을 통한 최고경영자 대상 이러닝 콘텐츠 트렌드 분석)

  • Kyung-Hoon Kim;Myungsin Chae;Byungtae Lee
    • Information Systems Review
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    • v.19 no.2
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    • pp.1-19
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    • 2017
  • Original scripts of e-learning lectures for the CEOs of corporation S were analyzed using topic analysis, which is a text mining method. Twenty-two topics were extracted based on the keywords chosen from five-year records that ranged from 2011 to 2015. Research analysis was then conducted on various issues. Promising topics were selected through evaluation and element analysis of the members of each topic. In management and economics, members demonstrated high satisfaction and interest toward topics in marketing strategy, human resource management, and communication. Philosophy, history of war, and history demonstrated high interest and satisfaction in the field of humanities, whereas mind health showed high interest and satisfaction in the field of in lifestyle. Studies were also conducted to identify topics on the proportion of content, but these studies failed to increase member satisfaction. In the field of IT, educational content responds sensitively to change of the times, but it may not increase the interest and satisfaction of members. The present study found that content production for CEOs should draw out deep implications for value innovation through technology application instead of simply ending the technical aspect of information delivery. Previous studies classified contents superficially based on the name of content program when analyzing the status of content operation. However, text mining can derive deep content and subject classification based on the contents of unstructured data script. This approach can examine current shortages and necessary fields if the service contents of the themes are displayed by year. This study was based on data obtained from influential e-learning companies in Korea. Obtaining practical results was difficult because data were not acquired from portal sites or social networking service. The content of e-learning trends of CEOs were analyzed. Data analysis was also conducted on the intellectual interests of CEOs in each field.