• Title/Summary/Keyword: Advertisement Effect

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The Effect of Regulation on Recruitment Advertising for Clinical Trial Subjects in Korea (임상시험 대상자 모집 광고에 대한 정부의 규제 효과)

  • Kim, Hyun Jin;Sohn, Hyun Soon
    • Korean Journal of Clinical Pharmacy
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    • v.32 no.3
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    • pp.166-177
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    • 2022
  • Background: Recently clinical trials have expanded extensively in Korea; thus, ensuring the rights of subjects participating in clinical trials is imperative. Accordingly, national regulations on subject recruitment advertisement were enforced from October 25, 2018. In this study, the effect of this regulation was evaluated by analyzing the difference in the provision of information before and after enforcement of the regulation. Methods: Recruitment advertisements for clinical trial subjects 3 years before and after enforcement of the regulation were collated by the significance sampling approach. Print-based (newspapers, buses, and subways) and web-based (clinical trial center websites and online platforms) materials for recruitment in clinical trials of phase 1 to 4 for investigational drugs, medical devices, and oriental medicine were considered. Chi-square tests were conducted for inter-group comparisons. SPSS version 26 was employed for statistical analyses. Results: A total of 137 advertisements were collected comprising 60 pre- and 77 post-regulation enforcement. The overall rate of delivery of critical information in advertisements increased significantly from 47.5% before regulation to 93.2% after regulation enforcement. Particularly, details on expected adverse events augmented significantly (p<0.001). Benefits from participation in clinical trial reduced significantly from 88.3% to 70.1% (p<0.05). As the information provision amplified, the inclusion of professional terms increased. Conclusions: Enforcement of regulations has led to a surge in the amount of information and challenging terms contained in advertisements for recruiting subjects. Therefore, additional efforts are required by subjects to completely understand the information provided in the advertisements.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

A Study of the Effect of Model Characteristics on Purchasing intentions and Brand Attitudes (광고모델 특성이 구매의도와 브랜드태도에 미치는 영향)

  • Kim, Sung-Duck;Youn, Myoung-Kil;Kim, Ki-Soo
    • Journal of Distribution Science
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    • v.10 no.4
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    • pp.47-53
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    • 2012
  • Businesses make use of advertising strategy using models to give consumers efficient product information. Modern advertisements often make use of models for greater reminiscence to create messages and remind viewers of the product. The purpose of this study was to examine the characteristics of each type of model. The subjects were 230 college students in their twenties or older, and the material was collected from October 20, 2011 to November 5, 2011 to examine the effects of model characteristics on buying intention as well as attitude toward a brand. A questionnaire survey was used; investigators gave one copy to each interviewee. The study investigated the characteristics of each model using a questionnaire of each 40 copies with five kinds of photographs. The characteristics of models had great influence on buying intention and attitude toward the brand: First, factor 2 (being honest and virtuous and having good credit and a good press assessment) and factor 3 (being interesting and a good communicator and creating good memories) had great influence on buying intention. Factor 2 was explained by reliability, and factor 3 by the efficiency of the model in creating a feeling. Second, factors 1 (being attractive, smart, unique, friendly, loved by others, and popular), 2, and 3 influenced attitude toward brand. Factor 1 encapsulated the outgoing characteristics of a model, factor 2 was based on reliability, and factor 3 was based on the efficiency of the model in creating a feeling. The model's positive effects on buying intention and attitudes toward brand shall be examined. For their positive influence on buying intention, reliability and efficiency shall be given attention. For their positive influence on attitude toward brand, creating a good impression, having outgoing characteristics, being reliable, and efficiency shall be given attention. The findings were as follows: Model characteristics influencing buying intention were similar to those influencing attitude toward brand. The differences were as follows. First, reliability and efficiency influenced buying intention. When customers were asked to consider the influence on buying intention of an advertisement, regardless of the strength of the buying intention, they considered these two characteristics. Customers decided to buy based not only on the credibility of the product as presented in the advertisement but also the transmission of the contents of the advertisement. Second, outgoing characteristics, reliability, and efficiency influenced attitude toward a brand. The attitude toward a brand was said to be the attitude toward the business. The attitude is produced even after buying, so businesses view it as very important. The attitude might vary depending upon the model used rather than the brand. Therefore, a model with outgoing characteristics was thought to be important. Therefore, attitude toward a brand whose model influenced buying intention as well as attitude toward brand had outgoing characteristics. The result is that an image the model was related to attitude toward the brand. As such, customers would buy the goods advertised. However, an outgoing image of a model was also important to create a positive attitude toward a business brand. For instance, talent Park Gyeong-Rim's photo was used to promote cosmetics about 10 years ago. When she worked as a model of cosmetics products, she had to make compensation for losses and damages because she made a mistake on a talk show program. At that time, customers who had bought the cosmetics product asked for refunds of several billion won. As such, models who are said to be the face of the businesses they represent can play an important role. To advertise in the most attractive and effective way, the current image of a model should be investigated by examining current activities and news articles after selecting the model, and the model's efficiency and attitude toward the brand should be examined. Factors that stimulate customers' buying decisions can be used to plan advertisement that have positive influence on a brand. This study had the limitation of investigating mainly college students and there were insufficient copies of the questionnaire. The investigation was not done widely but in detail so that a concrete investigation could not be done. Further studies shall supplement these shortcomings and discuss new directions.

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The Effect of Congruency and Familiarity of Background Music in TV Advertising on the Music's Role as a Retrieval Cue

  • Hwang, Insuk;Kim, Hwa-Kyung
    • Asia Marketing Journal
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    • v.16 no.4
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    • pp.1-18
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    • 2015
  • Assuming that not all background music in advertising function as effective retrieval cues for the advertised messages, this study proposes that we should be able to distinguish the retrieval cue effect of music from the simple ad exposure effect. This study tries to identify which specific characteristics of music are related to the retrieval cue effect. Our experiment focuses on congruency and familiarity of music as key characteristics of music which affect the effectiveness of the music's role as a retrieval cue for the advertised messages. We used four groups of subjects to test the retrieval cue effect of the background music. Each group was exposed to one of the four different types of background music and was again sub-divided into an experimental and a control group (i.e., a total of eight independent sub-groups were included in the experiment.) The first two sub-groups were exposed to the experimental advertisement with the background music of high congruency and high familiarity. After the ad exposure, the background music was provided as a retrieval cue to only one of the two sub-groups. Comparison of the memory performance between the two sub-groups will reveal the net retrieval cue effect of the music of high congruency and high familiarity. Similarly, another two sub-groups watched the same ad but with the background music of high congruency and low familiarity. Also the same ad but with the music of low congruency/ high familiarity was shown to another two sub-groups and that of low congruency and low familiarity music was to another two. Among the two sub-groups with the same music, only one group had the music cue at the memory tasks. One hundred and seventy four undergraduate students at the college of one of authors in Asia participated in the study. Their ages ranged from 18 to 24 with a median of 20. The sample was composed of 51.7 percent male subjects. They were randomly assigned to each of the eight sub-group. The results show that the music highly congruent with the advertised message facilitates the message retrieval, while the low congruency music cue does not. It was also found that the low familiarity music cue improves memory performance only when the music is perceived as congruent with the advertised message. From a theoretical and practical perspective, this study provides boundary conditions for effective retrieval and suggests that the congruent music specifically created for the ad is a more effective retrieval cue than other types of music cues.

The Influence of Humor Effects for the Corporate Image (유머효과가 기업이미지에 미치는 영향에 관한 연구 - 광고에서의 유머효과를 중심으로 -)

  • 박영원
    • Archives of design research
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    • v.11 no.3
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    • pp.101-110
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    • 1998
  • It is impossible that the corporation can make up good corporate images with sales promoting and pursuing profits only. To form impressive oorporate images, the corporation should acquire efficient marketing images and social oonfidences with the investment for the culture, the art, the preservation of public health, educations and social welfare programs. The oorporate image is indined to be formed by audiences subjectively even though the corporation makes great efforts to have its unique images. The audience has a tendency to have their subjective opinions about the corporate image based on several informations communicated by the corporation and various sources. The sensitive approach and emotional persuation can be efficient for making good corporate images because corporate images of audiences arise from emotional and sensitive factors rather than rational ones. There are many previous studies verifying that the humor effect should be one of powerful means for inducing concentrations, memorizations and persuations. The majority of popular advertisings are humor touched one and the questionaire proves that almost all university students participating sample test, prefer humorous advertisings to serious advertisings. The questionaire verifies that it is a most efficient method is using humor effects at product advertising to improve the corporate image indirectly. And there are very possitive reactions about applying humor effects for the corporate image advertising and the other advertisement types such as pamphlets and catalogues. The humor effect motivates the persuation with spiritual pleasures and intimacy, and it minimize the negative aspects of advertising for the formation of the corporate image. The humor effect is valuable not only for the formation of the corporate image reflecting the entity of the oorporation itself but also for the ideation of advertising communications. The study on the humor effect related with the corporate image is significant because the humor is a different version of the humanism based on deep oontemplation and oomprehension of human life rather than simple means to motivate laughers.

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A Study on the Causes That Have Influence over the Effect of PPL in the Game (게임 속 PPL의 효과에 영향을 미치는 요인에 관한 연구)

  • Kim, Young-Rak;Cho, Youn-Gon;Choi, Gui-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1256-1262
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    • 2010
  • The game has been rapidly evolving through various media such as computer, console game machine, cellular phone and PMP based on the advanced development of scientific technology. In terms of demand, the interest in and desire to consume the game as a way of spending people's spare time have been on the increase constantly while the level of income has been improved. Eventually, the game has gradually expanded its scope of supply and demand, has established its own status as one of the media that is scientifically-intensive and has been developed into a game industry, a large-scale industry. Unlike image media, the methods of exposure in PPL are varied in accordance with the genre of games. This study divides the causes that have influence over the effect of PPL in the game into the genre of game and the skill of gamer. The results of the experiment on how much the aforementioned two elements have influence over the effect of PPL are as in the following: It has been demonstrated that the effect of PPL could appear different according to the genre of game and the skill of gamer on the game. Besides, the genre of game that is dynamic in its screen change in the game has relatively lower effect of PPL than that is not dynamic. Meanwhile, the persons who are highly skilled in the game have higher degree of recognition and preference to the inserted PPL than those who are lowly skilled. In this regard, it has given us a theoretical ground that the fees system for PPL ads should be established variously in accordance with the genre of game and the level of online game users.

The Impact of Soccer Player Image on Advertising Effect (축구 선수 이미지가 광고효과에 미치는 영향)

  • Jeong, Hee-Surk;Shin, Jin-Ho;Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.6
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    • pp.1575-1582
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    • 2020
  • This study aimed to provide basic data for establishing advertising strategy based on the value and implications of the image of the player by examining the influence of the image of a soccer player on the advertising effect. Therefore, a domestic soccer player selected as a sample the production population who experienced the advertisement selected as a model, and conducted a face-to-face (face-to-face) and non-face-to-face (mobile) survey for about 5 months from May 1 to September 30, 2020. Data from a total of 402 people were used for the final analysis. For data processing, frequency analysis, internal consistency and exploratory factor analysis, correlation analysis, and multiple regression analysis were performed using the SPSS (ver. 21.0) program. The main results of this study are as follows. First, it was found that the soccer player image impact the brand attitude of the advertising effect in the order of body and appearance, performance, reliability, attitude and morality. Second, it was found that the soccer player image impact the advertising attitude of the advertising effect in the order of performance, attitude and morality, body and appearance, reliability.

Causal inference from nonrandomized data: key concepts and recent trends (비실험 자료로부터의 인과 추론: 핵심 개념과 최근 동향)

  • Choi, Young-Geun;Yu, Donghyeon
    • The Korean Journal of Applied Statistics
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    • v.32 no.2
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    • pp.173-185
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    • 2019
  • Causal questions are prevalent in scientific research, for example, how effective a treatment was for preventing an infectious disease, how much a policy increased utility, or which advertisement would give the highest click rate for a given customer. Causal inference theory in statistics interprets those questions as inferring the effect of a given intervention (treatment or policy) in the data generating process. Causal inference has been used in medicine, public health, and economics; in addition, it has received recent attention as a tool for data-driven decision making processes. Many recent datasets are observational, rather than experimental, which makes the causal inference theory more complex. This review introduces key concepts and recent trends of statistical causal inference in observational studies. We first introduce the Neyman-Rubin's potential outcome framework to formularize from causal questions to average treatment effects as well as discuss popular methods to estimate treatment effects such as propensity score approaches and regression approaches. For recent trends, we briefly discuss (1) conditional (heterogeneous) treatment effects and machine learning-based approaches, (2) curse of dimensionality on the estimation of treatment effect and its remedies, and (3) Pearl's structural causal model to deal with more complex causal relationships and its connection to the Neyman-Rubin's potential outcome model.

Effects of Information Sources on Enjoyment, Attitude, and Visit Intention in Restaurant (레스토랑의 정보 원천이 즐거움, 태도, 그리고 방문 의도에 미치는 영향)

  • Kang, Byoung-Seoung;Yang, Jae-Jang;Lee, Soo-Duck
    • The Korean Journal of Franchise Management
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    • v.9 no.3
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    • pp.7-18
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    • 2018
  • Purpose - Consumers have a variety of strategies to find information about restaurants they want to visit. Consumers can search for and use information from a variety of sources before purchasing a product or service. The development of the Internet has made that consumers could access various informations easily. Therefore, this study classified commercial information provided by restaurants, public information shared by other unknown consumers, and personal information shared by customers' personal experiences or friends/family. This study is information sources influence on enjoyment, attitude and visit intention. Research design, data, methodology - In order to verify the research hypothesis, this study created questionnaires for each variable. Hypothesis analysis data were collected through surveys. In order to develop research hypotheses for this study, the scales was developed. The survey was conducted by an online survey company. Among the online panels owned by survey company, those who have visited restaurants through at least one of the 11 sources provided in this study within the last 3 months were surveyed. The survey period was 10 days from March 5 to 14, 2017. A total of 1,500 e-mails and messages were sent back to 301 of them, and 288 were used for analysis except for 13 missing responses. The data was analyzed by using SPSS 21.0 and AMOS 21.0. Results - As a result of analysis, commercial and personal information have a positive effect on enjoyment, but general information did not affect enjoyment. In addition, personal information has a positive effect on attitude, but commercial information and general information did not affect attitude. It was found that commercial information influenced attitude by mediation of pleasure, and pleasure had no significant effect on visit intention. Finally, attitude has a significant effect on visit intention. Conclusions - The restaurant needs to provide accurate information through its homepage or brochure. Accurate information that is not exaggerated can save customers's the cost of believing on a restaurant and the cost of searching for other information. The restaurant which provides unfaithful advertisement would be excluded from customer's choice because customers perceive it as a unreliable restaurant. The marketing of restaurant should be carried out through customer-oriented for the visit of customers. And restaurants need to provide optimized services to their first-time customers in order to increase their revisit.

Effect of User Possession Attachment and Characteristics of Mobile Media on Acceptance of Mobile AD (모바일미디어 이용자의 소유인식과 상호작용성 구성요인이 모바일광고 수용에 미치는 영향)

  • Shin, Il-Gi;Choi, Yun-Seul;Shin, Hyun-Sin
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.183-192
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    • 2014
  • This study aims to empirically investigate how personalized and socialized mobile media impacts on users' acceptance of mobile advertising, given the consideration of users' mobile possession attachment. For this, the current study used focus group interview and surveyed mobile users. Interestingly, the findings reveal that personalized and socialized mobile characteristicssignificantly affect users' acceptance of mobile ads. That is to say, users' personalized mobile characteristics play an important role in either awareness of mobile ads or exposure to mobile ads.