• Title/Summary/Keyword: Advertising Contents

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The Influence of Display Type of PPL and Program Context on Advertising Attitude : Moderating Role of Previous Intrusiveness Perception (PPL 광고의 배치유형과 프로그램 상황이 광고태도에 미치는 영향: 사전 침입성 지각의 조절효과)

  • Kim, Sung Eun;Jeon, Jung Ok;Park, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.297-313
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    • 2014
  • The objectives of this study are to examine the impact of display type and program condition on advertising attitude, and also to analyze the moderating effect of previous intrusiveness perception in such process. The results of empirical analysis are as follows. First, display type had no significant influence on advertising attitude. Second, the interaction effect of display type and program situation on advertising attitude was significant. Third, the interaction effect of display type and previous intrusiveness perception on advertising attitude was not significant. Fourth, the interaction effect of program situation and previous intrusiveness perception on advertising attitude was significant. Fifth, the interaction effect of display type, program situation, and previous intrusiveness perception on advertising attitude was not significant.

Effectiveness of Socially Recommended Advertising on Social Network Sites (소셜 네트워크 사이트의 소셜 추천 광고 효과에 대한 연구)

  • Kim, Jeeyoung;Suh, Kiseul;Kim, Wonjoon;Kim, Songmi
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.108-118
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    • 2017
  • This study focuses on an effectiveness of socially recommended advertising on social network sites (SNSs) and investigates the impact of three critical factors on SNS advertising effectiveness - reward type for advertising recommenders' intention, product type on advertisements, and tie strength. A $2{\times}2$ factorial design was used to test the interaction effects between the two variables, reward type and product type on advertisements, moderated by tie strength. The results indicate that when participants observe socially recommended advertising, hedonic product ads with non-monetary reward shows the most effectiveness, and reward type and product type are also effective. In the combination of reward type and product type, we have confirmed the regulating factor influencing the effectiveness of social advertising according to the tie strength between the recommenders and the consumers. Strong-tie recommenders have more influence on the effectiveness of the social advertising than weak-tie recommenders. Based on these results, theoretical and practical implications were provided to refine marketing environments on SNSs.

Consumer-brand Relationship Quality Formation of Potential Consumers for an Automotive Brand: Effectiveness of Native Advertising (자동차 브랜드 잠재소비자의 소비자-브랜드 관계 품질 형성에 대한 연구: 네이티브 광고의 효과를 중심으로)

  • Kim, Yu Seung;Choi, Hyung-Min
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.656-677
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    • 2017
  • This study aims to examine the effects of native advertising on consumer-brand relationship quality (BRQ) formation of the potential consumers in the context of an automotive brand. Specifically, the study verifies (1) whether the respondents cognize the content of native advertisement as an advertisement and (2) how the value dimensions of native advertising impact BRQ through brand attitude (BAT). To fulfill the purposes, the researchers categorized three types of advertisements (product, brand and non-commercial) and then showed three manipulated stimuli to potential consumers in the automotive market before measuring. The findings drawn from the 345 valid cases are as following. First, the rate of respondents' advertising recognition is low in the non-commercial advertisement, while it is high in ones of product and brand. Second, most of the respondents perceive less irritation toward the native ads, especially toward the non-commercial advertisement. Third, the entertainment and informativeness of native advertising positively influence BRQ, while the effect of irritation on BRQ is negative. Also, the effects of advertising value dimensions on BRQ are all mediated by BAT.

The Characteristics of Sports Marketing Activities Conducted by Full-Service Advertising Agencies in Korea (한국 종합광고회사의 스포츠마케팅 특징)

  • Shin, Jae-Hyoo
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.381-391
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    • 2010
  • This study aims to understand the characteristics of sports marketing businesses of the 10 largest advertising agencies which lead the advertising market in Korea. To do that, the present author has investigated into the traits of the advertising market in Korea and how the characteristics are connected to sports businesses of the advertising agencies, with a focus on the current condition of sport marketing businesses of the agencies. The sports marketing business of the 10 largest advertising agencies in Korea was described by the fact that they did not create profits through sports business but just conducted their sports marketing activities mainly related to the sponsorship and event planning for communicating their parent companies. Such the characteristics of the advertising agencies is attributed to their nature that they are in-house agencies of large companies. The agencies engage in a variety of sports promotion sectors aligned with the intended business directions of their sponsors, however they are encountering considerable challenges in the aspect of sports business focused on property.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

Strategies on Domestic/International Governmental Advertising and Media Technology Concerning Health Campaigns (헬스 캠페인 관련 국내외 정부 광고 및 미디어 테크놀로지 활용 전략)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.290-305
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    • 2019
  • As laws regarding the execution of governmental and public corporate advertising have been enforced since 2018, the need for the increase in effectiveness and public benefits of governmental advertising has been suggested. This research focuses on the government's health campaigns regarding well-being, hygiene, and safety and thus conducts an in-depth research into strategies and the future course of policies. First, it analyzes domestic/international governmental advertising in the realm of health campaigns and specifically studies governmental advertising that employs media technologies in health communications. Furthermore, through in-depth interview with 10 health campaign experts, the study explores possible plans of utilizing the ever-developing field of digital technology. The results of this research show that it is imperative to target and strategize according to the purposes of health campaigns. It is also important to set the appropriate parameters of the campaigns according to the given budget while securing the quantity and quality of creativity. Also, it will be crucial to utilize media technology to the fullest extent and strategize around it. Therefore, this research suggests theoretical as well as practical strategic plans to increase the effectiveness and efficiency of governmental advertising in the realm of well-being, hygiene, and safety in health campaigns.

The Effect of Alcohol Advertising and Alcohol Sale Promotion Marketing Exposures on Alcohol-related Harms in Adult : Dual Mediating Effects of Drinking Motivation and Drinking Level (주류광고, 주류 판촉 마케팅이 성인 음주폐해에 미치는 영향: 음주동기와 음주수준의 이중매개효과)

  • Park, Ka Young;Lee, Hee Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.559-570
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    • 2021
  • This study examined the dual mediating effects of drinking motivation and drinking level between alcohol advertising, alcohol sale promotion marketing exposures, and alcohol-related harms. The survey has been conducted on 2,000 adult men and women aged 20 to 70 years, recruited by an online survey. As a result, it is found that alcohol advertising, alcohol sale promotion marketing exposures, drinking motivation, drinking level, alcohol-related harms appeared more in men than in women. In addition, alcohol advertising, alcohol sale promotion marketing exposures have positive effects on alcohol-related harms. Also, drinking motivation and drinking level partially mediate the effects of alcohol advertising, alcohol sale promotions marketing exposure, and alcohol-related harms. In order to prevent alcohol-related harms, a social environment that causes alcohol-related harms should be tightened regulations about alcohol advertising, alcohol sale promotion marketing exposures. Based on these results, this study discusses that needs the intervention not only personal perception but also social environment and regulations about alcohol advertising, alcohol sale promotion marketing.

An Analysis of the Impact of OTT Service Growth on Media Market Performance (OTT 서비스 성장이 방송산업의 시장성과에 미치는 영향)

  • Lee, Sangwon;Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.199-206
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    • 2022
  • As the OTT video service has grown, much attention has been paid to its impact on the traditional media market. This study explores how the OTT video service(measured as OTT subscription revenue, OTT advertising revenue, and Netflix effect) has impacts on the traditional media market(measured as pay TV subscription revenue, media advertising revenue, and broadcast advertising revenue), using the panel dataset with 50 countries from 2012 to 2020. For pay TV subscription revenue, OTT subscription revenue is positively associated with the revenue while Netflix and broadband diffusion have negative associations. For media advertising revenue, OTT advertising revenue is positively associated with the revenue while broadband diffusion has negative association. For broadcast advertising revenue, OTT advertising revenue is positively associated with the revenue while broadband diffusion has negative association.

A RFID Contents Middleware for Intelligent Outdoor Advertising System (지능형 옥외 광고 시스템을 위한 RFID 콘텐츠 미들웨어)

  • Cho, Sang-Yeon;Kim, Kwang-Ryeol;Han, Kwang-Rok
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.77-87
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    • 2007
  • This paper sets a goal at developing an intelligent advertising system that displays only an advertisement in which interests passers by collecting their RFID information and analysing it in order to improve the defect of outdoor advertising boards which unilaterally advertise regardless of people's interest. For this purpose, we propose a RFID contents middleware which generates a meaningful event and streams an advertising content corresponding with the passers' interest after filtering and analysing the recognized RFID data. We implemented the RFID middleware with Sun Java RFID software and made an experiment by designing a RFID emulator. As a result of the experiment. we found that this system displays the advertisement according to the passers' information.

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Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.