• Title/Summary/Keyword: Advertising media

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Female Images in Cosmetic TV Commercials of Feminism : Focused on Cases (1991-2019) of Mamonde (페미니즘 관점에서 본 화장품 TV광고의 여성 이미지 : 1991년~2019년의 마몽드 광고 사례를 중심으로)

  • Choi, Eun-Sob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.1-26
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    • 2020
  • This study aimed to figure out the characteristics and trends of female images in domestic cosmetic ads, in regard to the introduction and change of the feminism. To begin with, 86 TV commercials of Mamonde cosmetic brands, aired from 1991 to 2019, was analysed in both quantitative and qualitative method. In result, in the first period (1991~1997), the radical feminism was predominant, insisting equality with males. But in the second period (1998~2005), it returned to the liberal feminism in which conventional female images remains. In the third period (2006-2011), the feminism and the post feminism appeared to be mixed, while, in the fourth period (2012-2019), the post feminism has become remarkable where females actively pursue the beauty. To summarize, it is meaningful in academic aspect that the result is a case study which vertically examined the female images of one single cosmetic brand in terms of feminism, on the other hand, in practical aspect that they suggest the establishment of communication and creative strategies of female products.

Exploratory Study on Purchasing Fashion Products from Small Business Owners -Focusing on the Consumer Life Cycle and Purchasing Stage- (패션 소상공인 제품 구매에 대한 탐색적 연구 -소비자 생애주기와 구매단계를 중심으로-)

  • Kim, Songmee;Jang, Seyoon;Lee, Yuri;Jin, Woojune;Kim, Ha Youn
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.5
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    • pp.805-826
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    • 2022
  • This study explored the process by which consumers purchase products from small fashion business owners via online and mobile channels. In addition, group types were classified given that the purchasing process depends on the consumers' life cycle. The consumer focus group interview (FGI) was conducted on 18 participants that were divided into six groups by age, work, and children. Results revealed that first, consumer journey comprised four stages. Factors influencing need recognition were "attention to information of social media influencer," "attention to information of affiliated groups," and "repeated advertising of SME products/brands." For information searching, "exploring purchase reviews," "environment for mobile shopping information exploration," and "continuous product tracking" were important factors. Purchasing and shopping stages were affected by "price-free, improvised purchase decision" and "convenient mobile payment system and point benefits." After the purchase, "active sharing and repeated purchase when satisfied" and "blocking relationships when dissatisfied" occurred. Second, six consumer groups based on the fashion life cycle are the "Platform lover," "Influencer follower," "Trust builder," "Novelty seeker," "Convenience seeker," and "New designer supporter." Ultimately, small business owners can develop the process of planning and selling fashion products more efficiently.

A Study on Cultural Program Improvement for Resident Writers in Public Libraries (공공도서관 상주작가 문화프로그램 개선 방안에 관한 연구)

  • Moon, Su Bin;Chang, Woo Kwon
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.23-50
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    • 2022
  • This article aims to improve the cultural program for the resident writers in libraries by identifying the current status of the resident writer support project, examining users' perceptions and preferences, and investigating librarians' perceptions of the program. The research methods included an investigation (survey) of the program operation status, user perception and preference surveys, and interviews with librarians about their perceptions of the program. Data were collected from libraries with the cultural program for resident writers between May and November 2021. Findings showed there were challenges in operating the library cultural program due to the lack of resident writers' quality, frequent changes in the program formats (online or offline), and library closures during the COVID-19 pandemic. For the program improvement, suggestions were made, including inviting good-quality resident writers and writers from other fields to the program, training resident writers, advertising the programs using online and offline media, training staff, and developing programs considering user ages and preferences and diversity in local communities.

Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.587-594
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    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.

A Study on the Analysis of Policy PR Content Using Digital Platform - Focusing on YouTube Analysis by Five Government Departments (디지털 플랫폼을 이용한 정책 홍보 내용분석 연구 정부 5개 부처의 유튜브 분석을 중심으로)

  • Yu, Hyun-Joong;Jeong, Hyeon Ju;Kim, Won-Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.595-603
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    • 2023
  • Recently, many public institutions have been conducting promotional activities using digital platforms. Communication methods using digital platforms have a very important meaning in that they can create new values that did not exist before by connecting and sharing information with various users. To this end, we tried to analyze YouTube videos of five government ministries and examine them. As a result of YouTube analysis by government ministries, most of them were mainly used as channels for policy promotion, and many were used as channels for new information. Although the message is delivered through the production of various contents, it was possible to look at cases where the target as a channel for communication was not clear and the purpose was unclear. In order to communicate with the people, it should be used as a channel for communication through content suitable for clear target setting and purpose.

Fantastic Collaboration of Financial Services and Telecommunication: a Frontier Case of Integrated Marketing Communication of 'Club SK Card'

  • Lee, Seon Min;Chun, Seungwoo;Joo, Young Hyuck;Yoo, Changjo
    • Asia Marketing Journal
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    • v.15 no.4
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    • pp.223-241
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    • 2014
  • In May 2012, the collaboration of Hana Bank, top financial service company, and SK Planet, top telecommunication service provider, introduced a new credit card that was filled with all-in-one benefits into the market. Leveraging strong infrastructure of two companies, each top in its own industries, the awareness and preference of 'Club SK Card' brand rapidly increased to about 25% in less than one year. Moreover, this new card was enthroned in the most sold credit card of year 2012, accounting for a market share of 7.2% in the credit card market and more than 80% in the mobile credit card market. To make these results possible, 'Club SK Card' marketing team developed an effective marketing communication strategy which followed the 6M model. The mission of the marketing communication strategy was simple and clear. It was to deliver the card's inherent strengths on consumer benefits that come from the support of subsidiary and affiliated companies of SK Planet. According to OK Cashbag data, the marketing communication team selected the appropriate target consumers and approached them directly, inducing actual purchase behavior. The target consumers received straightforward messages about 'Club SK Card' and were led to join in the new membership at their most frequently visited supermarket or franchise restaurant. The straightforward communication message embedded in an eye-catching commercial ad with a hook song accompanied with a dance was delivered via public media. The ad became so popular that many other television programs quoted or made parodies of the ad. Courtesy of the commercial ad, the brand name disseminated rapidly and widely among the public. In October 2012, an ingenious planning and persistent implementation of the communication strategy results 'Club SK Card' to be ranked top in brand awareness as well as advertising preference tests.

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A Structual Analysis of the Relationship between Brand Image and Country Image of Global Product (글로벌 제품의 브랜드 이미지와 국가 이미지에 관한 구조적 관계 분석)

  • Bong-Soo Lee
    • Korea Trade Review
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    • v.46 no.6
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    • pp.55-71
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    • 2021
  • The purpose of this study was to establish the causal structural model among brand image and country image associated with consumers' purchase decision of products. The specific objectives were 1) to analyze the effects of brand image on consumers' purchase decision of products, 2) to analyze the effects of country image on consumers' purchase decision of products, 3) to analyze the effects of brand image on country image, 4) to analyze the mediating effects of country image between brand image and consumers' purchase decision of products. The conclusions of this study are as follows: First, companies must have an advantage strategy for brand image along with country image. To this end, a strategy to promote the brand image through various media is effective. Second, it is necessary to find new transformation through the establishment of brand identity at the corporate level so that consumers can have a good impression on the brand image. Third, it is important for companies to make efforts at the level of brand image and country image to provide consumers with information that can increase expectations and actual satisfaction and to build product reputation. In addition, it is necessary to embody brand images and country images into global marketing mix strategies. Fourth, if companies build a brand image that symbolizes a differentiated culture, the brand image can have a positive effect on consumer purchase decisions. Along with this, companies can further increase their positive effects by developing representative brand image contents. Fifth, this study confirmed that the higher the image level of the manufacturing country in a situation where consumers' preferences are diversifying, the more the brand image leads to consumers' purchasing decisions. Therefore, brand managers are required to build a country image suitable for the existing brand image when advertising at the time of product introduction.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

A Study on the Spread of YouTube Political Issues and the Attribution of the Issue, Focusing on the Issue of the Constitutional Court's Ruling on the 'Complete deprivation of prosecutorial powers' Act (유튜브 정치 이슈의 확산 양산과 이슈 속성 연구: '검수완박' 법안 헌법재판소 판결 이슈를 중심으로)

  • Insool Cho;Juhyun Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.193-203
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    • 2024
  • In a situation where news usage through YouTube is rapidly increasing, this study investigated which attributes of issues news producers prominently report on based on the two-stage agenda setting theory to empirically investigate the influence of various news producers on YouTube. Through the research results, we confirmed that broadcasters have the influence to set the agenda and form public opinion on YouTube, and discovered the possibility of a two-stage agenda setting effect occurring in the YouTube environment. We criticized whether news producers abuse emotional words due to their partisanship when reporting political issues, and discussed that an emotional approach to political issues can have a negative impact on news users' perception of reality.

Web3.0 Video Streaming Platform from the Perspective of Technology, Tokenization & Decentralized Autonomous Organization

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.149-160
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    • 2024
  • For examining Web3.0 video streaming (VS) platforms in terms of the decentralized technology, tokenization and decentralized autonomous organization (DAO), we look at four platforms like DLive, DTube, Livepeer, and Theta Network (Theta). As a result, DLive which firstly partnered with Medianova for CDN and with Theta for peer to peer (P2P) network and migrates to Tron blockchain (BC), receives no commission from what creators earn, gives rewards to viewers by measuring engagement, and incentivizes participation by allowing 20% of donation & fees for funding development, 5% to BitTorrent Token (BTT) stakeholders (among these 5%, 20% to partners, 80% to other BTT stakeholders). DTube on its own lower-layer BC, Avalon, offers InterPlanetary File System (IPFS), gives 90% of the created value to creators or curators, and try to empower the community. Livepeer on Ethereum BC offers decentralized CDN, P2P, gives Livepeer Token (LPT) as incentive for network participants, and delegators can stake their LPT to orchestrators doing good. Theta on its native BC pulls streams from peering caching nodes, creates P2P network, gives Theta utility token, TFUEL for caching or relay nodes contributors, and allows Theta governance token, THETA as staking token. We contribute to the categorization of Web3.0 VS platforms: DLive and DTube reduce the risk of platform censorship, promote the diverse content, and allow the community to lead to more user-friendly environments. On the other hand, Livepeer and Theta provide new methods to stream content, but they have some differences. Whereas Livepeer focuses on the transcoding layer, Theta concentrates both on the video application layer and content delivery layer. It means, Theta tries to deliver value to all participants by enhancing network quality, reducing CDN cost, and rewarding users in utility tokens for the storage and bandwidth they provide.