• 제목/요약/키워드: Advertising Design

검색결과 522건 처리시간 0.031초

자기감시, 위험지각과 광고소구유형이 화장품 구매행동에 미치는 영향 (A Study on the Degree of Self-Monitoring, Perceived Risk and the Appeal Types of Advertising Impact on Cosmetic Purchase Behavior)

  • 김윤;황선진
    • 대한가정학회지
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    • 제38권6호
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    • pp.59-70
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    • 2000
  • The purposes of this study were to investigate the effects of the degree self-monitoring, perceived risk and the types of advertising in cosmetic purchase behavior. The data were obtained with an experimental design which was 2${\times}$(2${\times}$2) mixed factorial design. The subjects were classified 280 pre-test subjects into 70 high level of self-monitoring subjects and 70 low level of self-monitoring subjects. The data were analysed with ANOVA, using the SAS program. The result of this study can be summarized as follows ; In experimental I, the effect on the consumer preference was the significant 2-way interaction effects between the degree of the self-monitoring and appeal types of advertising as well as between the types of cosmetic products depending on perceived risk and appeal types of advertising. In experimental II, the effect on the consumer purchase intention was the significant 2-way interaction effects between the degree of the self-monitoring and appeal types of advertising as well as between the types of cosmetic products depending on perceived risk and appeal types of advertising.

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The Effect of Message Construal Level, Temporal Distance and Consumer's SNS Self-efficacy on Consumers' Attitude Toward SNS Fashion Advertisements

  • Cho, Hyojung;Lee, Mi Young
    • International Journal of Human Ecology
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    • 제16권2호
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    • pp.11-20
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    • 2015
  • The purpose of this study was to examine the effects of the construal level and temporal distance of a message and consumer's Social Network Service (SNS) self-efficacy on consumers' attitudes toward SNS fashion advertising. This study employed a 2 (message configuration: high construal level/low construal level) ${\times}$ 2 (temporal distance: distant future/near future) ${\times}$ 2 (SNS self-efficacy: high/low) between-subject factorial design. The survey was conducted on Facebook users in their twenties (N=216). The results are as follows: First, attitude toward SNS fashion advertising and purchase intention was higher when the message construal level was lower and when the temporal distance was closer. Second, no interactions between temporal distance and message construal level for attitude toward SNS advertising and purchase intention were found in this study. However, interactions between temporal distance and SNS self-efficacy for attitude toward SNS advertising and purchase intention were found. When the SNS self-efficacy was high, message with the low construal level reacted significantly positive in terms of attitude toward the ad as well as purchase intention. It is expected that this study will provide insight for apparel makers or retailers to use SNS as a new advertising media for fashion marketing. Practical implications and limitations are discussed.

The Effects of Congruence between Self-Image and the Advertising Image of Chinese Consumers on Advertising and Brand Attitudes -The Moderating Role of a Fashion Advertising Model's Nationality-

  • Cui, Yu Hua
    • 패션비즈니스
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    • 제21권6호
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    • pp.1-15
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    • 2017
  • This study examines the various responses of Chinese consumers, depending on the nationality of the fashion advertising model featured in an advertisement; it explores the effects of a congruence between self-image and advertising image (CSIAI) on consumer attitudes. This study was conducted by collecting data online; 200 samples selecting a Korean model and 200 samples selecting a Chinese model with a fashion brand were analyzed. A structural equation model confirms the conceptual framework for the influence of CSIAI on consumer attitudes and purchase intentions. The results show that the perceived CSIAI of consumers positively influences their attitude toward the advertising and the brand, and further, that advertising and brand attitudes significantly affect the purchase intention of consumers. This positive relationship is moderated by the nationality of the model. These findings suggest that the nationality of the model can serve as an important retail mix for global marketers. Other results and management implications are also discussed.

Why Do We Pay for Advertising Models?: Suggestions for Maximizing Advertising Effectiveness

  • Han, Sang-Ho;Cho, Hee-Young;Yang, Hoe-Chang
    • Asian Journal of Business Environment
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    • 제4권1호
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    • pp.15-23
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    • 2014
  • Purpose - In this study, we inspected the effects of public-service advertising (PSA) and commercial advertisements on consumers' social and emotional values. Specifically, we include source credibility on advertising models as a mediating variable to compare the path difference between the social and emotional value of consumers, and to test the appropriateness of advertising expenses. Research design, data, and methodology - A total of 219 copies of effective questionnaires were used and methodologies such as Cronbach's alpha, paired samples t-test, and structural equation modeling (SEM) were conducted. Results - The results showed that the consumer model was effective at PSA, while celebrities and CEOs were effective at commercial advertising. Further, only credibility (among source credibility) made a significant difference in the test of PSA models of both PSA and commercial advertising that consumers preferred. Conclusions - The advertising model types varied depending on advertising types (for example, PSA and commercial advertising). Therefore, celebrities and CEOs appearing in commercial advertising should have no ethical or moral defect by self-control, and marketers should elect the model considering such a fact.

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

  • 정원조;이창조
    • 한국게임학회 논문지
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    • 제17권1호
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    • pp.71-78
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    • 2017
  • 본 논문은 게임 내 광고의 사용자 접근 방식을 연구하였다. 게임 내 사용자 조작 영역은 효과적인 광고 전달 영역이다. 이를 검증하기 위하여 선행 연구를 통하여 게임 내 사용자 상호작용에 광고가 적용된 이론을 도출 하였다. 이후 도출된 이론을 바탕으로 게이미피케이션 콘텐츠 설계 및 제작을 진행하였다. 게임 콘텐츠는 대조군인 온라인 배너 형식의 노출형 광고와 비교군인 상호작용형 광고로 제작하였다. 이를 바탕으로 전문가 포커스테스트 진행하여 게임 상호작용에 적용한 게이미피케이션 광고 설계의 검증을 진행하였다. 사용자 상호작용 광고 게이미피케이션 설계의 가설의 타당성은 평균 이상의 척도로 인정되었다. 그러나 제작 검증은 평균 이하의 부족으로 판명되었다.

패러디 장고의 저작권 해석에 관한 고찰 -미국저작권법의 판례를 중심으로- (A Study on the Copyright Infringement of Parody Advertising -Focus on the Precedent of U.S.A copyright infringement-)

  • 김규철;김인철
    • 디자인학연구
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    • 제16권3호
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    • pp.133-142
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    • 2003
  • 본 연구에서는 패러디, 패러디 광고에 대한 개념 규정은 물론 패러디 광고의 저작권 침해에 대한 미국과 한국의 법리 해의 문제 등을 알아보고자 한다. 또한, 패러디 광고의 무분별한 제작이 가져올 문제점과 이에 대한 바람직한 대응 방안도 모색하고자 하였다. 미국의 패러디 인정의 경우와는 달리 우리 나라에서는 법적으로 공정 사용 원칙이 매우 제한적으로 적용되고 있었다. 이러한 패러디 저작권에 대한 문제점 해결을 위해서 다음과 같은 몇 가지 대안이 모색되어야 한다고 본다. 첫째, 표절, 모방, 패러디에 대한 명확한 심의기준 확립이다. 둘째, 심의기구의 확충과 명백한 심의 기준의 적용이다. 셋째, 광고업계의 자체정화 노력이다. 넷째, 소비자 모니터링의 활성화이다. 다섯째, 법원의 판례에 대한 평가와 함께 '광고계의 의견'을 개진할 필요가 있다.

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Is Augmented Reality Advertising a Cure-all? An Empirical Investigation of the Impact of Innovation Resistance on Augmented Reality Advertising Effectiveness

  • Lee, Heejun;Cho, Chang-Hoan
    • International Journal of Contents
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    • 제15권3호
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    • pp.21-31
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    • 2019
  • This study employs an experimental design to investigate the conditions under which the use of AR may be particularly effective or rather ineffective in advertising contexts. We first discuss the inconsistent results regarding the effectiveness of AR on advertising message comprehension and argue that these inconsistencies can be at least partly explained by the moderating effect of an individual's resistance to innovation (i.e., AR technologies). We then provide statistically significant interaction effects between ad types (AR-based, traditional 2D) and innovation resistance. Finally, we suggest that the effect of AR on certain variables is constrained or unconstrained by an individual's level of receptivity or resistance to a new technology-based advertising platform, and that flow experience is equivalent regardless of these levels.

TV미디어 컨텐츠로서 광고에 대한 수용자의 인식 연구 - TV드라마.영화를 비교한 탐색적 시도 - (A Study on the Audience's Conception for the Advertising, as TV Media Contents - A comparative and exploratory study with TV drama & Cenema -)

  • 정창준
    • 디자인학연구
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    • 제17권2호
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    • pp.105-112
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    • 2004
  • 광고연구에서 거시적 접근은 전체의 흐름을 파악하거나 문제를 발견하는 데에 용이하게 해준다. 본 논문은 이러한 거시적 접근으로서 광고를 하나의 TV미디어 컨텐츠로 보고, 사회ㆍ문화적 영향력에 있어서 실제로 수용자들이 인식하는 것은 어떤 것인가를 알아보려는 것이다. 특히 TV컨텐츠 중에서 개인의 가치관 형성에 영향력을 미치는 드라마와 영화를 비교하여 조사해 봄으로써 그 영향력의 실체를 입체적으로 밝혀 보려고 시도하였다. 광고가 갖는 TV미디어 컨텐츠로서의 영향력 측정은 피조사자에게 28개 가치관 항목에 대한 개개인의 영향력을 광고ㆍ드라마ㆍ영화 세 가지에 대하여 응답하게 하였고, 이를 통계처리 하였다. 조사결과, TV미디어 컨텐츠로서의 광고에 대해 유의미한 가치관 항목이 '성취감', '변화 있는 생활', '진취적으로 사는 것'과 같은 것으로 인식되고 있었는데, 이것은 주로 광고를 통해서는 다른 두 개 컨텐츠에 비교되며, 사회ㆍ문화적 측면에서 어떤 변화를 주도하는 것과 새로움, 진취적인 삶의 방식에 대해 영향을 받고 있고, 그렇게 인식하고 있는 것으로 보여진다.

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