• Title/Summary/Keyword: Digital Content Marketing

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Marketing Strengthening Strategy for Building Model House through Non-face-to-face Video Content Services (비대면 콘텐츠 서비스를 통한 건축 모델하우스 마케팅 강화 전략)

  • Shin, Seong-Yoon;Lee, Hyun-Chang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1288-1293
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    • 2020
  • As fears of infection with the Corona 19 virus increase, an untact mood is also blowing in the real estate market. Changes in life style are bringing about changes in the way of life and patterns of consumption. In the real estate marketing market, such changes are inevitable. In particular, marketing using a real estate model house has the characteristics of marketing that is closely related to the denseness that many people visit in an enclosed space. These characteristics include all three features (airtight, dense, close), characteristics mentioned in the COVID-19 prevention rules. Therefore, in this study, we will look at ways to reinforce model house customer marketing in line with the untact (non-face-to-face) trend and to avoid the above three features, characteristics in the model house customer marketing process, and show the implementation results to avoid features. Through this, we propose a safe and expandable real estate marketing strategy through the avoidance of the three features of corona 19.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

The Cultural Contents Cooperation between South-North Korea and Its Political Assignment (남북한 문화콘텐츠 교류와 정책적 접근 방안)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.9 no.3
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    • pp.343-362
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    • 2007
  • Inter-Korean Economic Cooperation needs to a different strategy for developing synergy effects, suggesting they should be selected for role to the unification Korea. In the this paper, Three policy-strategies is suggested as follows. Firstly, Economic Cooperation Driving Committee of Inter-Korean Digital Cultural Content is necessary the recovering of cultual consubstantiality and the operating of business partnership in the divided peninsular. Secondly, To cultural contents cooperation between South-North Korea. the exchange of learning and information must be activated constantly. as the cultural contents is creative industrial, it needs for imagination and creative of human and understanding of a fine arts, a traditional arts. Thirdly, A policy and system is inevitable to construction of Inter Korean Cooperation Digital Contents. South-North Korea, including a North Korea having a excellent cultural heritage, must jointly recovery for cultural contents. Under social-economic system, a consumers of digital contents pay to the format creator many royalty. Therefore, We must prepare to roll out a series of new creative contents, and have competitive advantages in the global market.

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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.

A Study on the Perceived Value of Consumers through Web Drama (웹 드라마를 통해 형성된 소비자의 지각된 가치에 대한 연구)

  • Ahn Sunghun;Hue Kwangbok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.1-11
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    • 2023
  • Unlike in the past, when the demand for web content was increasing and the use behavior of watching short videos was changed, unlike the past when only TV dramas and differentiation were mentioned, web dramas are more firmly established through various attempts. A typical form change is commerce of web dramas. Recently, more and more cases have been produced in the form of product sales by securing real-time functioned, which are disadvantages of commerce, through web dramas. In this trend, web dramas are also increasing interest in product sales. This can be said to be a form developed from the concept of a company's PPL, and the number of companies that use web dramas that predict continuous growth as strategic product promotion and marketing means is continuously increasing. Therefore, this study provides basic data on consumer behavior to collect product information and purchase products using web dramas to companies that are using or considering web dramas, and through this, companies design and establish marketing strategies using web dramas.

Design of Mobile Learning Contents using u-smart tourist information (u-스마트 관광정보를 이용한 모바일 학습 콘텐츠 설계)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.383-390
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    • 2014
  • In recent years, the convergence of IT and IT sightseeing tour has emerged as a fusion of academic disciplines in the future. Convergence study of social data analysis, raising the heat. Social Network Services (SNS) being utilized in many areas of marketing and to apply the case study is also increasing. This study is based u-smart tourist information systems for mobile learning content design. This is the pattern of things in the template library for things to increase the effectiveness of the learning content to mobile learning content to be converted to a. Design of mobile learning content using u-smart things smart phone app (App) and XMI to go through the design process of utilizing the heat. Future through the design process by implementing a mobile learning content to meet information quality tourist information content to create mobile learning content and learning things that can be content to live it up advantage.

Connect, BTS: An Example of Innovative Transmedia Branding To Rethink Spatiality and Meaning-making

  • Piccialli, Stefania
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.151-170
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    • 2021
  • This case study research analyzes the cross-artistic project Connect, BTS and its relationship to transmedia branding, meaning-making and spatiality. After an overview of the argument and a section on methodology, the reader will find the analysis of the case study. Thanks to the use of a qualitative approach, this examination of Connect, BTS unveils the ways in which this initiative becomes a location that allows a reconceptualization of space that fosters plurality, exchange, and subjectivity. Connect, BTS unites seemingly incompatible fields under one project, favoring the co-creation of meanings among different artists, BTS, ARMY (the group's fans), business partners and viewers. This process has been investigated through content analysis, exploring Connect, BTS's transmedia strategies from branding to storytelling, to evaluate their efficacy in regard to brand identity, brand experience, and brand trust. The paper will also explore the variety of layers and spatial dimensions contained in Connect, BTS, which flow from art to the music industry, material and digital space, various market sectors and media. In light of this, Connect, BTS embraces a galaxy of separate semantic units into an extended liminal continuum that does not discount difference.

Buyer's Evaluation and Emotional Experience Analysis on Digital Products by Using the Content Analysis of On-line Reviews (온라인 사용후기 내용분석을 통한 디지털 제품에 대한 구매자의 평가와 감성체험 분석)

  • Jung, Yun-Seon;Seo, Jeong-Hee;Huh, Eun-Jeong
    • Korean Journal of Human Ecology
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    • v.18 no.5
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    • pp.1063-1075
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    • 2009
  • This study intends to provide foundational data for enhancing the welfare of customers purchasing digital products through analyzing the notes from written on-line reviews. The data used for the analysis are 6,342 on-line reviews for cell phones and digital cameras released from November, 2007 until April, 2008, which was posted on Naver Knowledge Shopping from November, 2007 until June, 2008. Through the on-line reviews, this article analyzed the evaluations on the digital products' hardware, software, design, service, price, and other criteria and the customers' emotional experience in the process of purchase, use, and possession. According to the results of the analysis, negative evaluation and emotional experience were originated from the company's information provision methods and purchase process. In addition, insufficient information searches in the process of online purchases, consumers' low right consciousness, and impolite on-line reviews were also problematic. Customers' evaluations and emotional experiences on digital products were conducted in a complex way. Based on that, this research makes suggestions in the company's marketing, customer education, and theoretical aspect.

Korean V-Commerce 2.0 Content and MCN Connected Strategy (국내 V커머스 2.0 콘텐츠와 MCN 연계 전략)

  • Jung, Won-sik
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.599-606
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    • 2017
  • 'Video Commerce' has grown significantly, and is in the era of so-called V-commerce 2.0. Based on this background, this study focused on the link and the possibility of creating synergy between V-commerce 2.0 content and MCN, and examined the linkage strategy considering its characteristics. In conclusion, first, V-Commerce has evolved into the age of 2.0, centered on the characteristics of content that are oriented towards fun and sympathy, beyond the 1.0 era. Second, V-commerce 2.0 content has the characteristic of replacing the sharing and recommendation based on the nature of SNS networks as promotion and purchase enhancement. Therefore, competitiveness as 'content' is relatively important before 'commerce'. Third, V-commerce 2.0 and MCN industry have a strong connection with each other in terms of securing core competitiveness and creating a new profit model. In order to create the synergy between V-Commerce 2.0 and MCN, we proposed the use of big data to reinforce V-Commerce 2.0 customized content competitiveness, building of storytelling marketing and branding, and enhancement of live performance and interactive communication.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.