• Title/Summary/Keyword: Content Marketing

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A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.47-61
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    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

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.

A Study on Children Service Marketing Strategies of Public Libraries: With Special Reference to 'Family Place Library' at the Public Libraries in USA (공공도서관 어린이서비스 마케팅 전략 - 미국 공공도서관의 '가족장소도서관'을 중심으로 -)

  • Lee, Yong-Jae
    • Journal of Korean Library and Information Science Society
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    • v.42 no.1
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    • pp.417-440
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    • 2011
  • Public libraries face various changes and challenges in the knowledge society of the 21st century. The necessity of introducing 'marketing' concept into the management of public libraries is increasing. This study focuses on 'Family Place Library' program among the children services of public libraries in the United States. 'Family Place Library' is the library program for the youngest children and families, which has been spread over 300 public libraries of USA until February, 2011. The researcher did participation observation and in-depth interview at the libraries which are the main cases for 'Family Place Libraries' in New York, USA. And the researcher analysed the content of the program and did in-depth interviews with related professionals in and out of libraries over many states of USA. Based on the results of this study, the researcher suggested marketing strategies for the management of public libraries.

Effect of Restraint Stress on the Precipitation Behavior and Thermal Fatigue Properties of Simulated Weld Heat Affected Zone in Ferritic Stainless Steel (페라이트계 스테인리스강 재현 용접 열 영향부의 석출거동 및 열피로 특성에 미치는 구속응력의 영향)

  • Han, Kyutae;Kang, Yongjoon;Lee, Sangchul;Hong, Seunggab;Jeong, Hongchul;Lee, Changhee
    • Journal of Welding and Joining
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    • v.33 no.6
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    • pp.6-12
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    • 2015
  • Thermal fatigue life of the automobile exhaust manifold is directly affected by the restraint force according to the structure of exhaust system and bead shape of the welded joints. In the present study, the microstructural changes and precipitation behavior during thermal fatigue cycle of the 18wt% Cr ferritic stainless steel weld heat affected zone (HAZ) considering restraint stress were investigated. The simulation of weld HAZ and thermal fatigue test were carried out using a metal thermal cycle simulator under complete constraint force in the static jig. The change of the restraint stress on the weld HAZ was simulated by changing the shape of notch in the specimen considering the stress concentration factor. Thermal fatigue properties of the weld HAZ were deteriorated during cyclic heating and cooling in the temperature range of $200^{\circ}C$ to $900^{\circ}C$ due to the decrease of Nb content in solid solution and coarsening of MX type precipitates, laves phase, $M_6C$ with coarsening of grain and softening of the matrix. As the restraint stress on the specimen increased, the thermal fatigue life was decreased by dynamic precipitation and rapid coarsening of the precipitates.

An Exploratory Study of QR Code Utilization for Retailers' Multichannel Strategy (소매업체의 멀티채널 전략을 위한 QR코드 활용의 탐색적 연구)

  • Yoon, Namhee;Kim, Eun Young
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.730-744
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    • 2014
  • With advances in QR code, mobile is becoming one of important channels in the fashion retail industries. This study attempts to understand the importance of QR code utilization in creating multi-channel business model. Study objectives are to classify types of multi-channel retailing by QR code utilization and to explore the role of QR code technology in strategic marketing elements for types of multichannel retailer. As an exploratory approach, a total of 78 news articles regarding QR code issues were reviewed and analyzed by focusing on 48retailers seleted in this study. The results found seven dimensions of QR code marketing strategies: abundant product information, additional information contents, transaction accessibility, connectedness to channels, location based service, loyalty program and multimedia advertising. Based a combination of channels and level of mobile apps' activation, multichannel retailers utilizing QR code technology were classified into four types; bricks-click-active mobile model, bricks-click-inactive mobile model, bricks-click model, and click-active mobile model. There were differences of using QR code marketing strategies among multichannel models. According to results, for bricks-and-mortar retailers, QR code was critical to integrate shopping experience with merchandise or sales promotions across channels. In addition, for non-store retailers, the QR code utilization was successful in expanding mobile channels, which can promote retail sales by a two-way interaction with customers via the mobile apps.

A Study on the Image for the Marketing of Nursing Services (간호 서비스의 마케팅을 위한 이미지 연구)

  • Jung, Myun-Sook
    • Journal of Korean Academy of Nursing Administration
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    • v.1 no.1
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    • pp.22-34
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    • 1995
  • Health care marketing can be defined as a process of developing, promoting and administering health care services for the benefits of hospitals as well as consumers. Researchers have reported that one of the significant attributes in the selection of hospital is a client's perceived image of the hospitals. Especially the image of nursing services was one of the important factors of the hospital image. The main purposes of the study were 1) to define the positioning about 5 hospitals' image of nursing services. 2) to define the effects of image attributes to the iamage of hospital nursing services. Eighteen hundred questionnaires were distributed to the parents of middle schools and high schools in Seoul. Among them, 1340 cases were returned but 849 cases were turned out to be useful data and used in final analysis. In data analysis, $SPSS\;/PC^+$ and PC-MDS programs were used for descriptive statistics, multiple regression, and drawing perceptual maps. The image of hospital nursing services was measured developed by the author through literature review and content validation. Reliability coefficients was found to be statistically appropriate level of confidence(Cronbach's Alpha=.8617). The results were as follows : 3) The perceptual map shows that hospital A, B and C,D,E were divided into five groups(See Fig. 1). That is, hospital A, and B are located in a close position and hopital C & E are located at opposite position between X-axis, Hospital D was located in the middle area of the hospital C and:E. In conclusion, this research visiblely depicted perceptual maps using MDS of the consumer's image about hospital nursing services. Since hopital nursing services were differentiated by the image attributes in consumer's perception, the results of the study can help hospital managers plan marketing strategy according to their strong points or weak points. Because the necessity of marketing in recent health care was importantly recognized, this research which is adopting posititioning concept will contribute to the consumers and hospital organizations.

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Content Analysis of YouTube Vidoes Regarding Heated Tobacco Products: Focus on Product and Health Harm Information, and Creator Characteristics (궐련형 전자담배 YouTube 동영상 내용 분석: 제품 및 건강 유해성 정보, creator 특성을 중심으로)

  • Choi, Youjin
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.389-397
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    • 2019
  • As the usage of e-cigarettes and its effects on health harms receive attentions, the debate over regulating e-cigarette industry's' social media marketing has been heated. While the industry has aggressively employed social media marketing such as YouTube, little research has examined what kinds of e-cigarette information is delivered to Korean viewers through YouTube. This study investigated the presence of product-related information and health harm information in the videos, and the characteristics of YouTube creators. The proportion of female creators was smaller than male creators, but more than female smoking rates. The results showed that product-related information such as taste, design and convenience was mentioned more than half the videos, but health ham was mentioned less. Videos which mentioned convenience and design tended to not mention health harm. These results could be used to support the current regulation approach over e-cigarette YouTube marketing.

Creative Place-making for Regional Development in the Era of Glocalization (글로컬라이제이션과 지역발전을 위한 창조적 장소만들기)

  • Lee, Byung Min;Nahm, Kee Bom
    • Journal of the Korean Geographical Society
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    • v.51 no.3
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    • pp.421-439
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    • 2016
  • Global society is shifting and now evolving towards glocalization, meaning the increasing role of region and multi scalar interactions between region and global social world. In this glocalization era, there has been mushrooming literature and much discussions on the impacts of place-branding and place-marketing on regional development both in academia and practical researches. The inclusive and participatory creative place-making process, however, is more quintessential than the resultant place marketing strategy. This paper tries to reassess the creative place-making based on culture-led regional development perspectives. Specifically it compares Korea and Japan's strategies and suggests a hybrid model of place-making-branding-marketing, utilizing cultural content industries. It then stresses the importance of building a virtuous circle of sustainable regional cultural industrial ecosystem including culture-based interpretation of places and improvement of community quality of life.

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A Study on NFT Marketing Cases to Bring in the Web 3.0 Era: Focusing on NFT Art in Japan 「HARTi」 (Web 3.0 시대가 가져올 NFT 마케팅 사례에 관한 연구: 일본 「HARTi」 NFT Art를 중심으로.)

  • Ha, YounSoo
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.5
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    • pp.61-72
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    • 2022
  • Web 3.0 is also called the "next-generation Internet" and is a new concept that started in 2018 and is attracting attention as the beginning of the "distributed Internet era". As Web 3.0 became mainstream, non-fungible tokens (NFTs) serving as content as services were distributed, and companies started to introduce NFTs in their marketing campaigns. This is because NFTs can be used to promote brands to new consumers. In this study, using Japan's 「HARTi」 NFT Art as an example, we investigate a new method using urban infrastructure and spaces, not NFTs that exist only in the Japanese art market and online. By analyzing social issues following the introduction of a new digital marketing method based on NFT Art, we will discuss issues and countermeasures in the domestic NFT Art market and present a positive outlook.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.