• Title/Summary/Keyword: Branded Contents Characteristics

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A Study on the Effect of the Characteristics of Branded Contents on Consumers: Focused on User Satisfaction, Sharing Intention, and Intention for Continuous Use (브랜디드 콘텐츠 특성이 수용자 효과에 미치는 영향: 이용만족, 공유의도, 지속적 이용의도를 중심으로)

  • Lim, You Myung;Oh, Young Sun;Youm, Dongsup
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.59-67
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    • 2019
  • This study was conducted to examine the effect of the characteristics of branded contents on consumers. To attain the purpose of the study, we carried out a survey with 286 male and female undergraduates and collected data for analysis. The findings demonstrated the followings: First, the satisfaction of using branded contents is positively affected by entertaining, empathy, creativity, and indirectness. Second, the intention to share branded contents and the intention for continuous use of them are positively affected by entertaining only. In conclusion, this study confirmed that only informativeness, which is one of 5 characteristics of branded contents, does not have any effect on the consumer. This result provides useful empirical data for developing high-quality contents that meet user's needs and convenience, helping understand user's behavior toward branded contents and also serves as the basic data on which related researches can expand.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.45-56
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    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

Effects of Advertising Strategies in Corporate YouTube Channels on Consumer Responses: Focusing on Vlogs (기업의 유튜브 채널에서 활용된 광고 전략이 소비자 반응에 미치는 영향: 브이로그(Vlog)를 중심으로)

  • Song, You Jin;Choi, Sejung Marina
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.32-48
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    • 2021
  • This study attends to the phenomenon of major domestic corporations advertising their respective brands on official YouTube channels, reflecting the increasing importance of YouTube as a medium for marketing communication. One hundred vlogs of corporations with an official YouTube channel were content analyzed and their banded content attributes, advertising model's characteristics, advertising appeals, creative strategy, and consumer responses were investigated. Results show that the vlogs of employees were generally formulated with information on their colleagues' tasks and interviews. Findings also demonstrate that the characteristics of the model featured in vlogs had the most significant effects on consumer responses. Amongst the creative strategies, the user image had positive effects. However, branded content characteristics and advertising appeal types were found to have relatively weak effects. This research offers a theoretical understanding of the factors that influence consumer responses to the new type of advertising, corporate vlogs, in terms of branded content characteristics and advertising strategies. From a strategic point, it is anticipated that the reinforcement of user image and the utilization of an attractive model will produce positive responses from consumers.

Brand Identity and Architecture of the 4 Comprehensive Programming Channels (종합편성채널의 브랜드 정체성와 브랜드 체계)

  • Yoon, Hong Keun
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.161-171
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    • 2014
  • This research aims to analyze the characteristics of the channel brand components, identities in accordance with the organizational strategies of the programmes, and brand structures of the comprehensive programming channels. The channels promote themselves mobilizing a variety of channel brand components and, ecxept Channel A, JTBC, TV Chosun, and MBN coined its names which are reminiscent of their parents corporations. The organizational strategies of the programmes are related with the channel identities. TV Chosun, for instance, branded themselves as 'conservative advocate' while focusing on news programs, and Channel A also takes conservative bias strategy focusing on the news programmes, especially after the 2012 presidential election. JTBC, however, organizes drama and entertainment programmes intensively being equivalent to that of terrestrial broadcasting programmes, and MBN positioned neutral and center with the news and cultural programmes. Referring to the brand architecture, which reveals the structural system of the brand, it is argued that TV Chosun and MBN take the integrated corporate brand strategy, while JTBC tries to mix and balance the brands of the parent corporation and its own independent one. Channel A, exceptionally, doesn't take a name of its parent corporation 'Dong-A'. In conclusion, it is argued that the comprehensive programming channels utilize and take the parent corporate brand, mixed brand, and independent brand in accordance with the brand power and circumstances of their own parent corporates.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.