• Title/Summary/Keyword: Digital Content Marketing

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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.

Case Study of Art Asset and Its Categories as Creative Place Asset (창조적 장소자산으로서 예술자산의 유형과 사례 연구)

  • Chung, Su-Hee;Lee, Byung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.1
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    • pp.28-44
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    • 2014
  • As the era of glocalization arrives, each area of the world with the uniqueness trying to enhance competitive advantage. In this context, the 'Art asset' should be understood as an independent 'Content' in terms of place marketing & creative regional regeneration. Especially in a place as a component of assets 'art' is recognized as an independent content & as a means for new areas of creative regeneration and the local economy will be discussed. To do this, place the property on the basis of a review of existing research on the concept of a new arrangement of art assets were classified by type and each of the cases examined. Ultimately, through the review of creative play area as a place of art assets and utilize the potential value of plce asset is the goal of this article.

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An Empirical Study on the Effects of e-Mail Marketing : A focus on e-Mail Campaign for Credit Card Consumers (이메일 마케팅 성과에 관한 연구: 신용카드 고객을 대상으로 한 캠페인을 중심으로)

  • Shin, Sung-Hoon;Chung, Soo-Yeon;Park, Cheol
    • Information Systems Review
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    • v.11 no.1
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    • pp.49-67
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    • 2009
  • E-mail marketing is the cheapest channel in target marketing. The channel works amazingly well for marketers who know how to use it. The e-mail marketers are able to integrate transactional and behavioral data to improve the targeting content of e-mail marketing campaigns. The cost in e-mail marketing is low and e-mail marketing makes no pollution. But, the e-mail response rate is lower than all the other channels. So, it is very hard for companies to increase their sales volumes, though the companies are ready to execute e-mail marketing campaigns on the side of computer systems. Marketers can send messages easily to target customers compared to other channels. But, the possibility to be read by the customers is low. Normal e-mails are continually devalued by spam mails. This study shows the influence of e-mail marketing to increase sales used by credit cards, on the basis of the real data promoted by A bank, in the Republic of Korea. The analysis on the traits of the respondent can help marketers to target customers. If additional studies on the response prediction model on the basis of traits of potential respondents are done, the targeting method to increase the effectiveness of e-mail marketing will be better structured and organized.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

An Empirical Study on Consumer's Continued Use of IPTV Service (IPTV 서비스의 지속적 사용에 대한 실증 분석 연구)

  • Jin, Jing;Lee, Dong-Won
    • Journal of Information Technology Services
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    • v.8 no.1
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    • pp.11-27
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    • 2009
  • Recently, IPTV attracts great attention along with the digital convergence of communication and media technologies. This study examined critical factors on the consumer's continued use of the IPTV service. Based on the expectation-confirmation theory and the innovation diffusion theory, we derived nine key factors in the research model-relative advantage, compatibility, ease of use, image, diversity of contents, interactivity, monetary value, social influence, and user satisfaction. Using the partial least square method, we found that content diversity and compatibility have a significant indirect effect on the continued use of the IPTV service via user satisfaction, and user satisfaction and social influence also have a significant direct impact on the IPTV use. These findings not only provide practical insights on the consumer acceptance of new technology-converging services, but also help managers to plan their marketing strategies better.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Analysis on the Contents of Digital-related Studies in the Field of Costume (복식분야 디지털 관련 연구 논문의 내용 분석)

  • Eum, Jungsun;Kim, Yunhee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.6
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    • pp.135-148
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    • 2016
  • This study aimed to understand whether or not academic outcomes in digital studies shown in detailed field of costume were generated appropriately according to the development of digital technology by analyzing contents of studies in the digital-related studies, which were conducted with a background of the digital age. First, as a result of frequency of digital-related theses by the age of 'Internet Age(1994-2000)', 'Digital Age(2000-2009)', and 'Smart Life Age(After 2010)', which were classified according to the digital environmental changes, the number of theses increased drastically based on the transition point of each age. Second, representative keywords that appeared in each age included 'digital' and 'Internet' in the Internet Age, and 'digital', 'smart', 'Internet', '3D', and 'wearable' were shown in the 'Digital Age' and 'Smart Life Age'. Third, results of analysis according to the field of costume show that relevant studies were conducted in three fields of marketing/information, clothing construction and fashion design in the Internet Age, whereas the Digital Age produced relevant studies in all fields, and Smart Life Age was characterized by increase in studies in the field of fashion design and clothing construction. Fourth, results of analysis according to the contents of study show that relevant studies in the Internet Age were shown only in two subjects of 'preliminary study and trend of study' and 'studies using technical programs', and 'preliminary study and trend of study' decreased, but relevant studies in other fields of subject increased in the Smart Life Age. As shown above, relevant studies appeared as various subjects in many different detailed fields of costume in costume studies according to the stream of the Smart Life Age, which is growing fast recently, and is considered an inspiring result for development of studies in the field of costume according to the environment of the age.

A Study of The Relationship between Consumption Value, Advertising Acceptance Attitude and Purchase Intention according to MBTI personality type - Focusing on the Consumption of Digital Products by MZ Generation

  • Jae-Woo Lee;Chang-Bae Ko
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.75-83
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    • 2024
  • The purpose of this study is to analyze the relationship between consumption value, advertisement acceptance attitude, and purchase intention according to the MBTI personality type. The results of a survey and analysis targeting the MZ generation with experience in purchasing digital products are as follows. 1.There was no difference between consumption value and advertisement acceptance attitude according to the MBTI personality type. 2. Among the consumption values, Factors of rarity value and emotional value had an effect on purchase intention. 3. Among the attitude of accepting advertisements, advertising favors, information trust and negative cognition had a positive effect on purchase intention. Accordingly, providing advertising content including information and interest about digital products is considered effective in marketing of the MZ generation, which represents flex consumption and minus-out consumption.

Digital Contents and Their Conceptual Fluency : Focusing on the Moderating Effect of Information Processing Style (콘텐츠명의 개념적 유창성이 콘텐츠 호감에 미치는 효과 : 정보처리성향의 조절효과를 중심으로)

  • Ko, Minjeong;Lee, Luri;Kim, Qurie
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.1-11
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    • 2021
  • The domestic content market has grown continuously. Furthermore, content consumption has rapidly increased in the COVID-19 era. For these reasons, it is necessary to investigate consumer behavior related to content business. This study focuses on content names as a key factor that induces consumers' interest in the content. In particular, this research examines if the conceptual fluency of the content name affects consumers' liking for the content. In addition, it explores the moderating effect of style of information processing (verbalizer vs. visualizer). The results of an experiment shows that the conceptual fluency on the content name is positively influential for liking content. Also, there was a significant interaction effect between verbalizers and conceptual fluency on content name. This study has important findings in terms of content marketing strategies. Above all, it has strong points because this research examines the style of information processing as an important consumer characteristic variable.