• Title/Summary/Keyword: Art marketing

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A Study on Influence of Convention Destination Marketing Mix on Image and Loyalty (컨벤션 목적지 마케팅믹스가 목적지 이미지와 충성도에 미치는 영향)

  • Hwang, Jung;Yoon, Yeong Hye;Yoon, Yoo Shik;Song, Rae Heon
    • Korea Science and Art Forum
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    • v.19
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    • pp.735-745
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    • 2015
  • This study is about the marketing mix of convention destination, aims to examine convention destination image and loyalty. In order to study the marketing mix more scientifically, this paper select those indexes which can promote the destination image but also can guide the access loyalty of exhibition participants. In addition, in order to understand the influence of marketing mix of convention destination which includes products, place, price, promotion, people, on destination image and loyalty, this research analyses the beneficial effect among variables. Based on previous research, the marketing mix of convention destination export products, place, price, promotion, people, convention image exports Cognitive images and Emotional images. The results show that, assuming that the beneficial effect of convention marketing mix on cognitive images was established partly, the beneficial effect of convention marketing mix on emotional images was established partly, the beneficial effect of marketing mix of convention destination on loyalty was established partly, the beneficial effect of cognitive images of convention destination on loyalty was established, he beneficial effect of emotional images of convention destination on loyalty was established. Based on the results of the study, a comprehensive strategic management on arketing mix of convention destination, played a profound impact on forming the image of the participants and enlivening the convention destination.

An Analysis on Cases of Fashion Collaboration Strategy

  • Jang, Eun-Young
    • Journal of Fashion Business
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    • v.10 no.6
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    • pp.110-121
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    • 2006
  • The purpose of this study is to analyze the various types and areas of recent collaborations in fashion industry and to find the utility value of collaboration. Seventy seven cases of fashion collaboration marketing strategies were selected from officially announced literature survey and enterprises information around the world. Among the seventy seven cases of fashion collaboration surveyed in this study, collaboration with other fields made up 59.7 percent, collaboration between the same fashion categories made up 40.3 percent. Among the areas of other fields, collaboration with IT(Information Technology) or Motor enterprises were included and made up 36.4 percent. Collaborations with Culture and art world that fashion brands collaborate with world-renowned industrial designer or artist and star entertainers were also included and made up 23.3 percent. Among the areas of the same categories, collaboration of fashion designer and sports or casual brand made up 22.1 percent. Collaborations of home shopping mall and fashion designer made up 18.2 percent. Collaboration cases surveyed in this study were classified according to three types; co-product development, co-branding, and co-marketing. Collaboration for co-product development made up 72.7 percent. Collaboration for co-branding made up 27.3 percent. Collaboration for co-marketing made up 37.7 percent. These collaboration marketing strategies are very efficient to upgrade brand image and cut the marketing cost by creating new target, product, brand, and promotion through successful partnerships. Therefore, much more various types and areas of fashion collaborations should be developed to create something new for future consumers.

A Retail Strategy for the Prosperity of the Art Market within Online Distribution Channel

  • Soomin, HAN
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.113-121
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    • 2023
  • Purpose: Online distribution channel alludes to the many different digital channels utilized in marketing and distributing goods and services to end users. The present research aims to explore and provide various retail strategy for the success of the art market within online distribution channel. Research design, data and methodology: The current author has conducted and investigate the qualitative textual methodology to take a look at carefully the current and prior literature dataset to achieve the purpose of the present research so that the present author could obtain total 27 relevant prior studies. Results: According to the comprehensive literature investigation, this research has found that there are six kinds of retail strategy for the prosperity of the art market within online distribution channel as follows: (1) Blockchain Technology, (2) Artificial Intelligence (AI), (3) Virtual Reality (VR), (4) Online Market Places, (5) Social Media, and (6) Regulations. Conclusions: The results of this analysis of the relevant literature show that the art market industry needs to adjust to keep up with the quickly shifting landscape of the digital world. In addition, although these technologies can be helpful in addressing difficulties linked to authenticity and transparency, they cannot eliminate the hazards of fraud and misrepresentation.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

The effect of eco-friendly management activities of a cosmetic company on customers' decision making (미용기업의 친환경 경영활동이 소비자 의사결정에 미치는 영향)

  • Nam-Koong, Yun;Yang, Eun-Jin
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.285-291
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    • 2018
  • The purpose of this research lies in analyzing the corelation between the eco-friendly management activities of a cosmetic company and customers' decision making in terms of purchase. In this research, 355 copies of questionaire from general customers were analyzed using the statistic package program of SPSS v.18.0. Based on the research analysis, the attributes of eco-friendly management activities can be categorized into three factors such as 'energy saving', 'contribution to communities', and 'environment-oriented services' and have the statistically meaningful positive influence on the three factors of customers' decision making; 'purchasing intention', 'assessment of purchase', and 'repurchase'. This research shows that the eco-friendly management activities of a cosmetic company is an important factor for its successful marketing strategy. This research has a significance in that it has studied the eco-friendly management activities of a cosmetic company through stereotyping. We can expect successful marketing effect if a cosmetic company uses eco-friendly products, information, and services in its eco-friendly marketing.

A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States (사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례)

  • Joo, Mi-Kyoung;Kim, Myung-Hee
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.549-555
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    • 2016
  • This paper tries to find the implications applied to art institutions of Korea by analyzing what the content and consequences of services of the Cleveland Museum of Art provided after the Internet of Things adoption in the theoretical perspectives strengthening service marketing through the Internet of Things increases visits and participation in the museum. For analysis, journal articles, statistics, and government press releases, news articles, web pages, web page articles are collected. The results are first, the application of digital and social media is positive in visit to the museum and monetization. Second, the introduction of the Internet of Things will enhance the museum's 'Education', 'Accessibility', 'Communications' services, as well as significantly increase on and offline participation by activating experience. Third, technical support from related companies with the support of local government funds is essential to build the system. Consequently, in order to enable the participation of the spectators in the galleries it is proposed aggressive adoption of such digital technology in domestic barren market of Internet of Things.

The Influence of the Sense of Place on Regeneration Space using Idle Industrial Facilities on Visitors' Satisfaction and Length of Stay - Focused on Visitors of Mullae Art Village - (유휴산업시설 재생공간의 장소성이 방문만족도와 체류시간에 미치는 영향 - 문래예술창작촌의 방문자들을 대상으로 -)

  • Yoon, Han;Yun, Hee Jeong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.4
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    • pp.1-10
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    • 2018
  • The purpose of this study is to analyze the influence of visitors' sense of place on regeneration space using idle industrial facilities on visitors' satisfaction and length of stay. For this purpose, this study selected Mullae Art Village in Seoul as a study site and conducted a questionnaire survey focused on visitors. The results of an exploratory factor analysis (EFA), reliability analysis and multiple regression analysis show that among the sense of place factors of Mullae Art Village 'Attractiveness' and 'Meaningfulness' have a positive influence on visitor satisfaction and length of stay. 'Attractiveness' was found to be the most influential factor. 'Historicity' was found to have no effects on visitor satisfaction and length of stay. In addition, visitor satisfaction has a positive influence on duration of stay. These results suggest that it is important to analyze the sense of place of idle industrial facilities. It will be a useful guide for urban space planners in revitalizing and establishing a marketing strategy for these spaces.

Comparison of Experienced and Inexperienced Consumers' Utilisation of Extrinsic Cues in Product Evaluation: Evidence from the Korean Fine Arts Market

  • Kim, Yoonjeun;Park, Kiwan;Kim, Yaeri;Chung, Youngmok
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.105-127
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    • 2015
  • This study compares experienced and inexperienced consumers' patterns in cue utilisation in product evaluations in the arts market. Borrowing the notion of high- and low-scope cues introduced by the cue-diagnosticity framework, we differentiate between the two most readily discernible extrinsic cues in the fine arts market - an art gallery's brand reputation (a high-scope cue) and certificates of authenticity (a low-scope cue). These two cues are different in nature; the former is more abstract, intangible, and rich in content, so is more difficult to interpret than the latter. Given the differences in experienced and inexperienced consumers' information processing styles, we hypothesise that experienced arts consumers form perceived credibility of and purchase intentions towards artworks based on high-scope cues, whereas inexperienced consumers do so based on low-scope cues. To test our hypothesis, we conducted a consumer intercept study at Korea's two most representative art fairs. The survey participants were categorised into either experienced or inexperienced consumers based on their prior purchase experience, and their responses to a set of attribute combinations about two artworks created by the same artist were collected. The results indicate that experienced participants show higher purchase intentions when an art gallery's reputation is very high, whereas inexperienced participants show higher purchase intentions when artworks are accompanied by certificates of authenticity. This congruency effect between prior experience and cue type is mediated by the perceived credibility of the artworks. The findings suggest a correspondence between a consumer's prior experience and the types of extrinsic cues that are important in product evaluations. To the best of our knowledge, this study is the first attempt ever to investigate the role of prior experience in determining when to use high- or low-scope cues. It also provides a useful frame of reference to advise marketers on the effective sales approach based on a client's prior purchase experience.

Leisure Lifestyle and Culture and Art Consumption: Cases of Art Gallery Visitors (여가 라이프 스타일과 문화 예술 소비에 관한 연구: 미술관 관람객을 중심으로)

  • Lee, Guiohk;Park, Jowon
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.3-28
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    • 2016
  • The present study attempted the segmentation of the art gallery visitors on the basis of leisure lifestyles. For this purpose, leisure lifestyle surveys were administered at Korea's three representative art galleries, the National Museum of Modern and Contemporary Art, Seoul Museum of Art, and Seoul Art Center's Hangaram Art Museum. A total of 314 questionnaires were analyzed to identify leisure lifestyle factors. On the basis of the lifestyle factors, a cluster analysis was performed, and then the differences of demographics, museum visiting behaviors, and general cultural consumption among the clusters were examined. The cluster analysis revealed four groups of lifestyles, 'culture and art lovers', 'active homebodies', 'low leisure spenders', and 'omnivorous culture and sports participants'. The four groups revealed the differences in terms of demographics, museum visiting behaviors, and general cultural consumption. On the basis of the findings, the marketing strategies targeting the segmented art gallery markets were discussed.

A Study of Furniture Design Changes Factors Appearing in the Industrialization Process - Focused on the Korea Furniture Industry, 1960~2010 Year - (산업화 과정에서 나타나는 가구디자인 변화 요인 연구 - 1960년대에서 2010년대까지 한국 가구산업을 중심으로 -)

  • Kim, Kyoung Soo
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.399-411
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    • 2016
  • Korea Furniture design development process is repeated a number of changes by the change of residence and type of market demand derived from the process of industrialization. The modernization process of industrialization advances by large-scale population moves to the city to urbanization proceeds rapidly. Housing problems are concentrated in cities and sparked the furniture industry, furniture design by changes in marketing concepts that appear in the industrialization phase, growth must necessarily accommodate the needs of consumers. Including kitchen furniture, living room furniture and master bedroom furniture has been sensitively adapted changes in the structure of these houses, particularly structural changes Apartments. Starting in the 1990s, jumping over furniture industry has adapted quickly to the market demand, changes in marketing concepts. Furniture industry is growing market share in most of the country, but the entire industry had to undergo a competitive marketing overheating due to excessive supply in excess of market demand since the mid-1990s. Changes in furniture design in this process was the change in furniture design more than the change of the residential structure. The study industrial development and marketing concepts are changing to construct a model to track the changes varied styles and time changes affect whether the main furniture design.