• Title/Summary/Keyword: Branded Environment

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A Study on the Characteristics of Branded Environments in Hotel Spaces (호텔 공간의 브랜드화 환경 특성 연구)

  • Lee, Hwa-Kyoung;Ahn, Seongmo
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.143-151
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    • 2014
  • Nowadays, space branding becomes more important since it reflects and synthesizes the diverse experiences of the consumer. The objective of the research is to present the new possibilities that space branding offers by analyzing the brand strategy and the design characteristics of branded hotels, which are being projected as constructed branded environments. By integrating the brand with visible or invisible elements of the hotel, such as unique space planning, service, and consumer experience, a branded hotel can be a good vehicle to reflect fast changing consumer lifestyles and trends; it enables the consumer to experience brands in his or her everyday life, and it conveys the overall image of the brand by considering the consumer's multi-sensual experiences. The study processed with theoretical research which is related to the hotel space and branded environment. Four brands were selected with distinct business area and brand strategy, and studied to analyze the strategy and the characteristics of the branded environment in a branded hotel. In particular, the case study attempted to evaluate the distinctiveness of the branded hotel's spatial design by comparing each brand's representative flagship store with the hotel. As a result, four characteristics of branded environments in branded hotels were identified, namely, strengthen brand image, consistent brand strategy, extend brand perception, spatialize brand experience. Armani emphasizes their consistent brand image by applying similar design methods in both retail stores and hotel spaces. IKEA, in contrast, applies not their design identity but their brand concepts like practicality, efficiency, and low prices. Pantone gives an expanded brand experience by using synesthetic sensual stimulation using their color system. Missoni mixes and composes their patterns and materials in a three-dimensional manner and strengthens design possibilities and spatiality. This study suggests specific design methods to construct a branded environment in a branded hotel and offers new strategic directions for space branding.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.

A Luminous Environment of Outdoor Spaces in Apartment Complexes (아파트 단지(團地) 외부공간(外部空間)의 빛 환경(環境)에 관(關)한 연구(硏究))

  • Kwon, So-Young;Ha, Mi-Kyoung;Lee, Hyo-Chang
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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    • pp.237-241
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    • 2006
  • The Qualitative improvements of outdoor spaces are unsatisfactory in comparison with that of indoor environment in existing apartments. Lately construction companies are differentiating the outdoor spaces of apartment complexes to meet needs of residents. However, high-rise buildings inherently have limitations on providing exposure to the outdoor settings and inappropriate lightings could have serious impacts on physical and psychological health of residents. Therefore, the purpose of this study is to provide useful information for the luminous environment of outdoor spaces through the analysis of current apartment complexes' lighting plans. Outdoor space of branded apartment complexes in Seoul, built after the year 2003, were researched. Through site visits, illumination level and lighting plans were investigated classified into entry area, passage area, plaza, rest area, exercise area, and play area. With the result, illumination level of apartment complexes researched was lower than KS illumination standard in all areas and the lighting plans were mostly shown in different condition of first intended lighting plan because of insufficiency of maintenance in lighting system. Therefore, it is need to provide better luminous environment to make outdoor space more lively and energetic at the night time.

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The Analysis of Advertisement Effect in Smart Phone Environment : The Comparison of Users with Providers of Commercial (스마트폰 환경에서의 광고효과 분석 : 광고 사용자와 광고 제공자의 인식차이 비교)

  • Ha, Seong-Ho;Oh, Jun-Seok;Lee, Bong-Gyou
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.221-239
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    • 2011
  • Various applications are developed with the extension of the smart phone market. This affects the change of contents and market for mobile advertisement. Mobile advertisement has been changed from the text type in feature phone environment to banner type which are added on the applications and branded app which are application itself for commercials. This research shows the difference in views between users and professions for the factors which affects the acceptance of mobile advertisement in smart phone environment. The analysis results present two groups have significant differences in the views for the users' acceptances of mobile advertisement. This research provides the important factors which need to be considers in creating mobile commercials. It also suggests that professions in advertisement field have to consider the aspects of smart phone users when they create advertisements in smart phone environment.

Making the Concept of city brand for using tourism contents -C city- (관광콘텐츠를 이용한 도시브랜드 컨셉 형성에 관한 연구 -C 도시를 중심으로-)

  • Jee, Bong-Gu;Kim, Tae-Goo;Lee, Gye-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.575-582
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    • 2012
  • The focus on the tourism development after executing the local self-governing system has been changed into a software from a hardware. Especially, the local self-governing bodies in recent years have found their local attractions, and then made them into the tourist contents (branded as a kind of commercial article) which can represent their local culture and environment. They are positively making the most of the contents for their public relations. But, as the tourist contents are used as a limited form, they need to be developed as a city brand which is comprehensive and unifying. Accordingly, in this paper, the C-city was selected as an example. and a city brand of C-city was made on the basis of the tourist contents.

Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory- (패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로-)

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.1
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

Artification of Luxury Fashion Products (럭셔리 패션제품의 아티피케이션 연구)

  • Beom, Seohee;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.346-355
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    • 2021
  • Art strategies have been addressing the problem of volume growth caused by changes in the distribution environment of luxury brands. Art is a universal language that transcends borders and communicates across cultures, therefore, artification acts as a strategy for the globalization of luxury brands. This study aims to study how contemporary luxury brands communicate their artifacts strategically through branded products via artification. As a research method, a literature review and case studies were combined. The cases of artification range from the 2000s to the present, and the top 100 brands in the luxury category of Millward Brown were selected. Drawing on the characteristics of artification defined in this study we analyzed the cases of articulation of luxury brands. As a result, first, appropriation of art in the product frame is carried out by borrowing ideas from renowned works or artists. Second, as an experimental attempt, it is effective to associate the international reputation of an artist with a product through a reinterpretation of the product. Third, as an artistic creation for the brand narrative, luxury products are sublimated into artwork and idealized.

A Study on Online Flower Service Design Marketing (온라인 화훼서비스 디자인마케팅 연구 -밀레니얼세대를 중심으로-)

  • Lee, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.172-181
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    • 2022
  • This study aims to find out the design needs of millennials for flower services amid changes in the environment in which flowers are purchased online. To this end, first, the consumption tendency of millennials and online flower purchase trends were examined. In addition, focusing on flower bouquet products, the market status of flower delivery shopping malls, which are online flower product services, and regular flower subscription services, a new trend in the flower market, were investigated. Based on this, a survey was conducted to improve online flower services. As a result of the survey, it was found that millennials trusted branded products, preferred eco-friendly products, and tended to have strong design openness in improving online flower service design. In addition, millennials prefer natural bouquet designs mixed with large and small flowers to large and colorful roses, which are currently mainly sold at flower delivery shopping malls. Therefore, we hope that this study will improve the design of online flower services that meet the needs of millennial consumers, revitalizing flower purchases, and expanding to new online flower service design research.

A Study on Urban Open Space Selection Attributes as an Urban Entertainment Destination (도시 엔터테인먼트 목적지(UED)로서 도시 오픈 스페이스의 선택속성 연구)

  • Chae, Jin-Hae;Kim, Yong-Gook;Kim, Young-Hyun;Son, Yong-Hoon;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.4
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    • pp.56-67
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    • 2013
  • This paper asks what the Selection Attributes of urban open space are which carries out a role as an Urban Entertainment Destination. Case studies have chosen the Cheonggyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park as the representative open spaces in Seoul. The methods of study are observation investigation, a literature investigation and the survey to 233 visitors that conducted the ANOVA analysis and Regression analysis by SPSS 18.0. As a result, first, the urban open space in Seoul has had 8 elements of UED; Landscape, Multi anchoring, Contextual links, Programmability, Community, Branded identity, Security and Service. Second, they are being used not the neighborhood type but a wide area type. Third, Landscape, Security and Service are most important while Programmability and Community are less important than other factors in EUOS factors. Lastly, it was analysed that the influential factor of revisitation and satisfaction is Landscape, which is the common factor. Security in revisitation and Contextual links in satisfaction are especially additional factors. The landscape property is an important element to make an Entertainment Urban Open Space(EUOS). The virtue of landscape in the EUOS relates not only park facility or program that installed in the place but also the overall mood involving park user's activities in the place. To be a successful EUOS, a park facility, program and the overall mood involving user's activities need to be integrative approach to enhance the virtue of landscape.