• Title/Summary/Keyword: 프로모션 전략

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기술연재(2) 인터넷 비즈니스

  • Ju, Jeong-Hwan
    • Digital Contents
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    • no.11 s.66
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    • pp.93-97
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    • 1998
  • 어떻게 하면 이용자들의 시선을 단번에 사로잡을 수 있을까? 입 맛 까다로운 네티즌들을 자신의 홈페이지로 끌어들이기 위해서는 어떻게 해야 할까? 자신의 홈페이지를 글로벌 사이트로 변신시키기 위한 웹 프로모션 전략을 알아본다.

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A Study on the Marketing Strategy for Domestic Fashion Multi-shop dealt with Imported Products only(II) - Focusing on Distribution Strategy/Promotion Strategy - (국내 수입 패션 멀티샵의 마케팅 전략(II) - 유통전략/프로모션전략을 중심으로 -)

  • 김승은;김선화
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.15-26
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    • 2004
  • The study was done to provide domestic fashion multi-shops with basic Information about the distribution and the promotion strategies through an investigation the marketing strategies for domestic multi-shop dealt with imported product only. Data were collected from Interview with a buyer or a staff of marketing department of Domestic Fashion Multi-shop dealt with Imported Product only. The results were as follows: For the distribution strategies, these fashion multi-shops as chosen were all placed in department stores. Their distribution channels were diverse like road shop, shop in department store and shop under direct management of department store. In case of shop in department store, it was common that the shop paid a definite commission to the department store. But S shop was managed directly by a department store as an advanced buying system that department store bought and sold goods and held themselves responsible for overstock. For the promotion strategies, these fashion multi-shops didn't make a definite budget for advertising and publicity contrary to other one-brands. But they attached importance to visual merchandising (VMD) because they had to harmonized the concept of a shop with various brands. Also they concentrated on seasonal fashion show, management of their customers and personal sales.

Investigating the Effect of Value-Oriented Promotion for Media Contents: The Moderating Role of Self Construal (미디어 콘텐츠에 대한 가치 지향적 프로모션의 효과 분석 : 자기해석수준의 차이 를 중심으로)

  • Cho, Hyong-Oh;Nam, Chul-Woo
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.475-483
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    • 2017
  • This study attempted to investigate how the effectiveness of value-oriented promotion for media contents depends on self-construal and incorporated Schwartz' value system theory(1992) and Gutman's means-end chain theory(1982) into the development of hypotheses. It was expected that media content promotion emphasizing "openness to change" value would be more appealing to those with independent self-construal, whereas media content promotion emphasizing "conservation" value would be more appealing to those with interdependent self-construal. These hypotheses were generally supported in a series of experiments. Also, the dynamic relationship among the four primary value dimensions proposed by Schwartz (i.e., openness to change, conservation, self-enhancement, self-transcendence) was clearly validated in this study.

A Study of the Sales Promotion Strategy for AD Communication - centering Around 'J.K Sampoo' - (판매촉진을 위한 광고커뮤니케이션 전략에 관한 연구 - 신제품 J.K 샴푸를 중심으로 -)

  • 권재경
    • Archives of design research
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    • v.12 no.4
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    • pp.79-88
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    • 1999
  • A AD communication strategy is a inregrated strategy of business group for the purpose of attaining certain goals with a series of activities, which are systematically planned, investigated, fomulated,performed, and evaluated. The ad communication strategy should be established on the result of researching and analyzing the conditions of a company. And it can has to be commonly applied to every strategy to heighten the mutual effect. The purpose of the thesis is to suggest direction of an effective ad communication strategy and to recognize the importance of prantical example of ADcommunication strategy. The object of this thesis is the general aspect of strategy than specific aspect. The first chapter explains in general terms the purpose of this study and communication strategy. The second chapter explains the analysis of the market for seasoning products. A thorough investigation has performed to determin the entire market enviornment. The third chapter suggests the communlcayion strategy based on the market analysis of the seasioning product. Which can be applicable to any other products. The fourth chapter explains the results of this study and evaluates the K.J Sampoo ad communication strategy and given for the future.

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Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

데이터웨어하우스를 기반으로 한 마케팅시스템 활용사례

  • 황명수
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.529-543
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    • 2002
  • 미국 마케팅협회 (AMA)의 정의전문위원회가 1985년에 만든 마케팅의 정의를 보면, "마케팅이란 개인이나 조직의 목표를 만족시키는 교환을 창조하기 위한 아이디어ㆍ상품ㆍ서비스에 대해 개념 정립, 가격 설정, 프로모션, 유통을 계획하여 실행하는 프로세스이다" 라고 정의한다. 다시 말하면, 상품이나 서비스를 어떻게 만들어서 어떻게 판매 할 것인가에 대한 방법론이라고 할 수 있다. (중략)

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A Study on the Promotion of the Characters in the Local Governments, Japan (일본 지방자치단체 캐릭터의 프로모션 연구)

  • Lee, Hwa-ja;Kim, Gun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.849-869
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    • 2015
  • Since South Korean government pushed ahead with decentralization system in 1990s, each local government has developed 'local government's character' so that communication between local residents and between local government and residents could be going well for rural solidarity. Local governments have designed their sole symbolic characters, applied the characters to local specialities and tourist goods, and used the designed characters for the promotion of area. There is no difference between South Korea and Japan in the function of local government's character as above-mentioned details. However, 'Yuru-chara' characters which are designed by local governments in Japan are rising dramatically in the field of Japanese major characters. 'Yuru-chara' characters' name awareness is expanded to the entire area of Japan as well as the designed area. A remarkable difference in how to promote character rather than character design caused such a successful outcome. The local governments in Japan carried out a promotion for local residents in various, friendly, and active ways, utilized local government's character as a way to publicize the image of area, and turned the character into products to bring additional effects. In the above process, there was a remarkable difference between Japan and South Korea. The purpose of this study was to research detail data related to the characters of the local governments in Japan, to analyze the promotion of the characters, and to suggest a strategy for promoting the characters of the local governments in South Korea.

Bottlenecks in Building an Online Customer Base: A Experimental Field Study on Viral Marketing (온라인 고객 기반 확보의 장애 요인: 바이럴 마케팅의 현장 실험 연구)

  • Park, Sunju;Chung, Seungwha;Pyo, Na Sung;Hwang, Soonki
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.682-695
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    • 2019
  • In recent years, using a connected platform, companies have built and implemented a mobile viral marketing strategy to attract new customers and to have long-term relationships with existing customers. The emergence of interactive Web 2.0 has led to an explosive increase in customer engagement, and practitioners have become interested in connected platform to build close relationships with their customers. However, the study on the effectiveness of various customer influx methods using the connected platform that companies utilize for an increase of customer participation is insufficient. Based on the theoretical study of Sashi (2012), this study analyzes the actual mobile viral promotion of company A's open market shopping mall for the purpose of bringing new customers and having a long-term relationship with the new customers[1]. By analyzing the customer engagement type, the implications for the effectiveness of mobile viral promotion are suggested. First, as a result of the immediate effect of online viral promotion, promotions are partially effective in attracting new customers. Second, as a result of examining the change of customer engagement type in order to find out the long - term effect of online viral promotion, it was found that in most cases, new customers were not become satisfied customers and, Laggard Effect, which takes time to become a satisfied customer, has been confirmed.

The Viral Effect of Online Social Network on New Products Promotion: Investigating Information Diffusion on Twitter (신제품 프로모션에 대한 온라인 소셜네트워크의 구전효과 분석 : 트위터의 정보전달과정을 중심으로)

  • Kim, Hyung-Jin;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.107-130
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    • 2012
  • In Twitter, a user can post a message below 140 characters on his/her account, and can also repost a message of other users who the user follows. The message posted by the user in turn can be seen and reposted by other users who follow the user, which is called Re-tweet (RT). While some messages spread widely, other messages have relatively less or no RT. What factors cause these quantity variances of RT originated from original messages? How can the messages become influential in online social networks? As an effort to answer the above questions, we focused on information vividness, message characteristics, and originator characteristics. In perspective of managerial implication, we expect that the findings of this paper will provide corporations with helpful insight on the Word-of-Mouth (WOM) effect for efficient and effective advertisements and communications when they send a message of new products or services through Social Network Services. In perspective of academic implication, we identify the effect of contents of a message on WOM, which has been dealt with by few social network researches.

A SNS-based New Products Promotion Case Study (SNS 기반 신제품 프로모션 사례 연구)

  • Kim, Sung K.;Kim, Nam K.
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.263-278
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    • 2013
  • SNS users have increased at rapid rate. Many firms are expected to use SNS, especially in marketing area. This study describes a SNS-based new products promotion case study. We aim to identify how differently SNS users respond to different types of SNS media or SNS contents. In this analysis marketing effects are measured in a number of website hits. The study result shows how the number of user's hits differs upon a combination of SNS media and SNS contents.