• Title/Summary/Keyword: 프로모션

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Predicting the Response of Segmented Customers for the Promotion Using Data Mining (데이터마이닝을 이용한 세분화된 고객집단의 프로모션 고객반응 예측)

  • Hong, Tae-Ho;Kim, Eun-Mi
    • Information Systems Review
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    • v.12 no.2
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    • pp.75-88
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    • 2010
  • This paper proposed a method that segmented customers utilizing SOM(Self-organizing Map) and predicted the customers' response of a marketing promotion for each customer's segments. Our proposed method focused on predicting the response of customers dividing into customers' segment whereas most studies have predicted the response of customers all at once. We deployed logistic regression, neural networks, and support vector machines to predict customers' response that is a kind of dichotomous classification while the integrated approach was utilized to improve the performance of the prediction model. Sample data including 45 variables regarding demographic data about 600 customers, transaction data, and promotion activities were applied to the proposed method presenting classification matrix and the comparative analyses of each data mining techniques. We could draw some significant promotion strategies for segmented customers applying our proposed method to sample data.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

A study on Promotional App Development Using an Interactive Movie (인터랙티브 영상을 이용한 프로모션 앱 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.429-437
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    • 2014
  • Product promotion App is developed using an interactive video in order to overcome the existing ATL marketing limitations and to respond to target age groups and lifestyle changes. The product promotion App which is positioned as a smart care center by analyzing customer needs with the Customer Journey Map, is comprised of 3 categories such as interest, information and management reflecting media characteristics of smart mobile contents. It intends to induce viral promotions with comical and interactive alopecia simulator directly described by a specialist doctor which ensures reliability of products. In addition, it is made for customers to continuously manage the alopecia through management tools, and company can expect an effect of being used as a core tool for marketing activities by offering promotional information along with product feedbacks.

The Role of Website Characteristics on Impulse Buying (의류웹사이트 특성과 충동구매행동의 상관관계에 관한 연구)

  • Rhee, Young-Ju
    • Journal of the Korean Home Economics Association
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    • v.45 no.6
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    • pp.113-122
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    • 2007
  • The purpose of this study was to examine the relationship between online apparel impulse buying behavior and apparel website characteristics. The data were collected using an online survey with a structured questionnaire. To recruit participants, online surveys were collected and a total of 236 college students were used in the study. The results of factor analysis showed that website characteristics consisted of two factors (i.e., promotion, product/policy information). The results of MANOVA and multiple regression showed that the impulse purchase group evaluated the website where they bought the last apparel item significantly better in promotion and product/policy information than the non-impulse purchase group. Based on the results, H1, H2, and H3 were supported. The evaluations of the characteristics of websites where impulse purchases and non-impulse purchases of apparel products were made were significantly different.

Smart Media Contents for Exhibition Promotion (전시 프로모션 목적 실감형 스마트 디바이스 콘텐츠)

  • Son, Jong-Hyun;Park, Kiung;Kim, Sung-Muk;Lee, Jae-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.385-386
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    • 2015
  • 전시 산업 소비자에게 새로운 경험을 제공하는 실감형 미디어 콘텐츠 시스템을 개발함으로써 소비자 참여형태로 흥미를 유발하는 기업 제품의 프로모션 콘텐츠를 제공하고 전시 프로모션 시장에 실감형 키오스크 형태의 콘텐츠 활용사례를 구성하고자 한다.

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Register Promotion for SFX ARM Just-in-time Compiler (SFX의 ARM 적시 컴파일러를 위한 레지스터 프로모션)

  • Oh, Jin-Seok;Moon, Soo-Mook
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06a
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    • pp.535-538
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    • 2011
  • 최근 모바일 기기가 활성화되면서 자바스크립트의 성능 향상이 이슈가 되고 있다. 적시 컴파일러를 탑재한 자바스크립트 엔진들이 등장하면서 이러한 요구를 충족하고 있다. 대표적 웹 브라우징 엔진인 WebKit의 자바스크립트 엔진인 SquirrelFish Extreme(SFX)는 콘텍스트 쓰레딩 방식의 적시 컴파일러를 사용하고 있다. 하지만 모바일 환경에서의 성능은 여전히 문제가 된다. 모바일 환경에서 많이 사용되는 ARM CPU를 위한 SFX의 적시 컴파일러는 가상 레지스터를 머신 코드에서 사용하기 위해 많은 수의 메모리 로드와 스토어를 사용하고 있다. 또한 ARM 아키텍처가 제공하는 레지스터를 제대로 사용하지 못하고 사용되지 않는 레지스터가 존재하고 있다. 사용되지 않는 레지스터를 활용하여 메모리 로드와 스토어를 줄이는 레지스터 프로모션을 적용하였다. 루프에서 머신 코드로 수행되는 바이트 코드를 중심으로 가상레지스터를 실제 머신 레지스터로 할당하여 메모리 로드와 스토어를 줄이고 일부 벤치마크에서 성능향상이 나타남을 확인 했다. 레지스터 프로모션의 효과를 더 증대하기 위해 레지스터 프로모션의 범위를 함수 전체로 넓히고 핸들러 함수 호출에서 발생하는 오버헤드를 줄이는 최적화가 필요할 것으로 보인다.

Influence of Movie Promotion Exposure on Viewers' Satisfaction: Focusing on Motive and Involvement in the case of 'Snowpiercer' (영화 프로모션 노출이 영화 관람 만족도에 미치는 영향 : 봉준호의 <설국열차, 2013>에 대한 관람 동기와 관여도를 중심으로)

  • Choi, Bae Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.92-107
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    • 2013
  • This study investigated whether individuals' exposure to movie-promotion activities offered by a movie-maker influence their satisfaction of viewing it. This study also explored whether individuals' motive for viewing a movie and personal involvement with it have an effect on their satisfaction of viewing it. The data from nationwide survey with a stratified sampling were analyzed (N = 451). This study found that (1) The more frequent exposure to movie-promotion activities, the greater satisfaction of viewing a movie; (2) The stronger motive to view a movie, the greater satisfaction of viewing it; (3) The higher involvement with a movie, the greater satisfaction of viewing it; (4) In the strong motivated group and the high involved group, the influence of individuals' exposure to the movie promotion activities is effective for individuals' satisfaction of viewing it. And theoretical and practical implications were discussed.

Interactive Storytelling Example Analysis of Promotion Site (웹 프로모션의 인터랙티브 스토리텔링 사례 분석)

  • Kim, Sun-Young;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.631-636
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    • 2007
  • Promotion websites of companies have several advantages: They can publicize the brand image in various ways by using the character of web environment; they enable consumers to learn the information of products in the round with interests; they can stretch out their marketing targets to the whole world. In order to make an effective delivery of their information in such promotion websites, interaction with their consumers is an important factor, for which understanding Interactive Storytelling is essential. The purpose of this thesis is to study Interactive Storytelling which enables us to have effective interaction with consumers in making promotion websites of companies. For this, this thesis analyzes examples of Interact Storytelling focused on it have story promotion websites on the basis of the five steps for internet marketing promotions: attraction of visitors, attraction of interests and participations, acquisition of the information of customers, grasp of the needs of customers, and an offer of values classified by customers.

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Interaction Effects of Purchase Cycle and Bundle Type on Promotion Effectiveness (제품구매주기와 번들유형이 프로모션 효과에 미치는 영향)

  • Sungmi Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.181-185
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    • 2024
  • The purpose of this research is to investigate how purchase cycle of a product and bundle frame influence consumers' responses to the bundle promotion. In order to test hypotheses of this study, we conducted an experimental study that was a 2(Purchase cyle: Long vs. Short) X 2(Bundle frame: 1+1 vs. Buy2 and 50% off) between-subjects design. The reseults of this study showed the interaction effects of purchase cycle of product and bundle frame on perceived level of discount and product attitude. Based on the results, we provide theoretical implcations to extent the existing research regarding bundling promotion. Moreover, the results of this study suggest some practical implications and a new aspect about bunle promotions.