• Title/Summary/Keyword: Contents Customers

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An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.

An Empirical Study on the Drivers of Mobile VOD Contents Purchases (모바일 VOD 콘텐츠 구매 요인에 관한 실증 연구)

  • Choi, Jeonghye;Chung, Yerim;Jo, Wooyong;Kim, Mingyung
    • Knowledge Management Research
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    • v.16 no.3
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    • pp.1-21
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    • 2015
  • The mobile market has introduced unprecedented shopping opportunities to customers and is expected to grow rapidly over time. However, little is known about how customers make purchase decisions in the mobile market. The purpose of this study is to investigate the drivers of mobile VOD purchases and to deliver valuable insights to mobile business operators. We focus on the purchase of VOD contents that have to be purchased and consumed using mobile devices and examine how individual-level purchase decisions are determined by three factors: perceived usefulness, usage behavior, and privacy concern. We obtained the panel data from a leading market research company that contains the mobile logs and survey results. Our main results suggest the followings. First, the perceived usefulness affects customers' mobile VOD contents purchases positively whereas the usage behavior exerts no influence on mobile contents purchases. Moreover, the privacy concern lowers the positive effect of perceived usefulness on mobile content purchases; however, it enhances the effect of the usage behavior on mobile contents purchases. These empirical findings indicate that mobile business operators should pay more attention to potential differences in perception and behavior using mobile devices and keep in mind that the privacy concern plays an additional key role in driving mobile contents purchases.

The Effect of Web Site Usability on the Revisiting Intention of Customers in Internet Book Stores (웹사이트 사용성 요인이 인터넷서점의 고객 재방문의도에 미치는 영향)

  • Ryu, Il;Kim, Jae-Jon;Rho, Hee-Ok
    • The Journal of Information Systems
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    • v.14 no.1
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    • pp.87-105
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    • 2005
  • The purpose of this study id to examine the effect of Web site usability on the revisiting intention of customers in Internet book stores. The Web site usability construct consists of the factors such as contents, design, navigation, and interactivity. In order to accomplish the purpose of this study, a research model was established and it suggests that the usabililty effect the revisiting intention of online customers in Internet book stores. The results of the study show that contents, navigation, and interactivity has statistically significant effect on revisiting intention of Internet customers and this effect is mediated by perceived ease of use and perceived usefulness. This research confirms the importance of usability construct in designing web sites and understanding the use of web sites. Implications of these findings are discussed for researchers and practitioners.

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A Study on life satisfaction and psychological well-being of the customer in the food service industry for internet marketing (인터넷 마케팅을 위한 외식업체 이용고객의 생활만족과 심리적 웰빙에 관한 연구)

  • Kwon, Kum-Tack;Jang, Byeong-Ju
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.1-19
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    • 2012
  • This study is the research about the internet marketing strategy and the impact factors of psychological well-being of customers of restaurants. For the purpose of study, firstly, the paper was carried out in order to verify the cause and effect relationships of life satisfaction and psychological well-being of the customers in the food service industry. The customers of restaurants in Busan are the objectives for which the survey for empirical analysis was conducted. The result of the testing of hypothesis showed that life satisfaction will have positive influences on psychological well-being, it reveals that life satisfaction has positive influences on three factors of psychological well-being such as personal growth, self acceptance, independence. However, factor of autonomy is rejected. Secondly, the results of the study suggest the importance of introducing variegated internet marketing programs and deciding the appropriate information contents for the customer to activate the use of hands on restaurants. Internet information contents on customer satisfaction and customer loyalty to have a good understanding of the attitude will improve of life satisfaction and psychological well-being of the customers. Strategic information contents of internet marketing for customers of the restaurants must be consider "CRM(customer relationship management)".

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Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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Impacts of Sociability on Perceived Information Quality of Customer Reviews for Online Shopping Sites

  • Lee, Yoonjae
    • International Journal of Contents
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    • v.14 no.2
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    • pp.16-23
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    • 2018
  • Although there have been studies regarding the influence of customer reviews on consumer decision making at online shopping sites, research on factors affecting the perceived customer review quality for online shopping sites is limited. This study posits that sociability, which is one of the environmental factors of an online shopping site, can affect the quality of customer reviews. Sociability is a key factor in building a collaborative environment online, but studies have been limited to applying sociability to customer reviews that are the result of a collaborative environment. This study expects that sociability affects the performance of online shopping sites through the perceived information quality of customer reviews, and customers' efficacy. More specifically this study investigates the structural relationship between sociability, self-efficacy, collective efficacy, and the perceived information quality of the reviews in an online shopping context, regarding the patronage intention of customers. This study was conducted using a survey of 361 college students. The structural equation model results indicate that user perception of sociability increases self-efficacy and collective efficacy. The improved efficacy enhances the perceived information quality of reviews for online shopping sites, which increases patronage intention of customers. This study found that online shopping sites require a platform for customers to engage in social interaction to enhance their customers' loyalty and lifetime value.

Recognition of Customers on Necessity of Hospital Brand Identity and Service Value (병원 브랜드아이덴티티의 필요성과 서비스가치 관련성에 대한 소비자들의 인식)

  • Lee, Young-Hwan;Ha, Au-Hyun
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.551-559
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    • 2017
  • This study was to find out recognition of customers on association between necessity of Hospital Brand Identity and service value, to suggest efficiency contents of public relations(PR) for give shape to positive emotion or emotional empathy about hospital. The result of study, necessity of Brand Identity in hospital PR contents was recognized to order facility environment specialized sector of medical service scale of hospital reputation of doctor, recognized to higher necessity of Hospital Brand Identity in case lower to use of practical hospital. In association between necessity of Brand Identity and service value of Hospital Brand Identity was confirmed to be higher recognize service value if more higher recognize necessity about scale and reputation of doctor. Accordingly, to suggest PR contents for give shape to positive and emotional empathy in relation of customers, small and medium hospitals will important finding process a specific character in each other hospitals, the value will be consider for efficiency marketing to reflect opinions of customers.

The Difference on Perception of Restaurant Servers' Communication Competence between Customers and Workers: A Study on Communication Skill, Empathy Skill, and Satisfaction of Communication (외식업 종사자의 소통에 관한 고객과 종사자의 인식 차이: 소통능력과 공감능력의 인식과 소통만족에 관하여)

  • Lee, Sang-Hoon;Ryu, Choonryul
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.88-100
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    • 2020
  • This study explored the impact of perceiving communication and empathy skills of workers in the food service industry on communication satisfaction. This study surveyed 715 customers and workers. First, the result showed that the higher the people thought communication skills of worker were, the higher they felt satisfaction on communication in restaurants for both customers and workers. Workers perceived their communication kills better than customers did. Second, the higher the people thought empathy skills of worker were, the higher they were satisfied on communication in restaurants for both customers and workers. Workers perceived their empathy kills better than customers did. Lastly, multiple regression analysis results showed that communication and empathy skills independently had the impact on communication satisfaction for customers. But only communication skills had the impact on satisfaction amongst workers. Maybe the impact of empathy skill was included with that of communication skills. This indicated that there existed the perceptual difference between customers and laborers about communication satisfaction.

Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.

Implementation of an App Scheduler for the Effective Display of Advertisement Contents on Android Platform (효과적인 광고 컨텐츠 디스플레이를 위한 앱 스케줄러 구현)

  • Kim, Chil-Su;Lee, Myung-Sub;Park, Chang-Hyeon
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.20-29
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    • 2012
  • Recently, Digital Information Display(DID) technologies have been used to advertise the various contents such as video, image, text and etc. However most of recent DIDs are still using the traditional one directional advertising mechanism delivering the contents only to the customers. In this paper, we present the design and implementation of an App Scheduler on Android platform to effectively manage the Android Apps related to the advertisement which can attract customers' attention and reflect their ideas in the advertisement.