• Title/Summary/Keyword: Entertainment Services

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A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Marketing Strategy of Entertainment Contents in Japan's Market (엔터테인먼트 콘텐츠의 대일본 진출 마케팅전략)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.10 no.4
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    • pp.251-275
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    • 2008
  • South Korea has spend billions planing for entertainment contents development, exporting contents, developing strategies for overseas marketing. But one piece of the plan may be missing: The ability of corporations to continue to provide vital services. Over the years, a number of studies have examined korean waves and have reached the same conclusion: starting a activity without reasonable strategies tends to have effects on merchandising, income, image, etc. For the purpose of analysis, this study has adopted SWOT matrix, Japan's market, for instance, is mixed by variation factors-opportunities, threats, strengths, weakness. Fortunately, Because Japan's market, the most world's cultural contents, has an environmental condition of advanced level, If Our en-contents have a high level, through localization and strategic alliance, the marketing strategies for japan' market will do a good chance of success.

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A Study on the Effect of International Trade on Electronic Commerce (전자상거래가 무역에 미치는 영향과 대응방안)

  • 김재우
    • The Journal of Information Technology
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    • v.1 no.2
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    • pp.163-180
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    • 1998
  • As the Internet empowers citizens and democratizes societies, it is also changing classic business and economic paradigms. New models of commercial Interaction are developing as businesses and consumers participate in the electronic marketplace and reap the resultant benefits. Entrepreneurs are able to start new businesses more easily, with smaller up-front investment requirements, by accessing the Internet's worldwide network of customers. Internet technology is having a profound effect on the global trade in services. World trade involving computer software, entertainment products(motion pictures, videos, games, soul)d recordings), information services(databases, online newspapers), technical information, product licenses, financial services, and professional services(businesses and technical consulting, accounting, architectural design, legal advice, travel services, etc.) has grown rapidly in the past decade.

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Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.89-94
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    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

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Big Data and Entertainment Content : Case Studies and Prospects (빅데이터와 엔터테인먼트 콘텐츠 : 사례연구 및 전망)

  • Kim, Hae Won;Lee, Mina
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.109-118
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    • 2016
  • Big data, thanks to the development of data sciences, has been key words for economic development and governmental policies. This study reviewed how big data has been used with entertainment contents since the uses of big data in the fields have been more popular and the cases making successful business have been reported. To do ends, the changes in production, distribution, and consumption of entertainment contents have been characterized and prime cases have been introduced. Furthermore, Korean production companies of entertainment contents, Bloter and NEOTOUCHPOINT, were selected to investigate how big data has been utilized. It was found that the companies used big data to analyze consumers' behaviors and gain insights of content creation, such as identifying specific elements of enjoyments and conditions to share the contents with others. The domestic entertainment companies are preparing a full-scale of use of big data but, in order to take advantage of big data, collaboration between developers and experts in the field and specific goal-setting and model building are recommended.

Attributes of Social Networking Services : A Classification and Comparison (소셜 네트워크 서비스의 속성 : 분류와 비교)

  • Sohn, Jeong Woong;Kim, Jin Ki
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.1
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    • pp.24-38
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    • 2018
  • Since a social networking service (SNS) isconsidered as an effective means to communicate and interact with customers, companies are trying to utilize SNS effectively. There is a lack of theory relating to the attributes of SNS. This study aims to investigate the attributes of SNS to classify SNS. Based on the social network theory, and previous studies on internet, blog, homepage, communication attributes, this study proposes the seven attributes to classify SNS: interaction, communication, entertainment, information, sharing, intimacy and connection. A pre-test, a pilot test and a main test are conducted. In the main test, 239 SNS users are participated. Through a factor analysis this study verifies the seven attributes of SNS. An analysis of variance with multiple comparisons of $Scheff{\acute{e}}$ method identifies that three attributes, interaction, communication and connection, are found to play significant roles to differentiate SNS. Looking at the overall mean values of the SNS by attribute, interaction, sharing, entertainment, intimacy and communication were relatively high in Facebook. Facebook showed higher values in attributes of interaction, sharing, entertainment, intimacy and communication. Twitter shows the relatively high scores for information and connection. Regarding interaction, Facebook shows higher scores than Twitter and Cyworld. For connection, Cyworld showed a significantly lower score than Twitter and Facebook. Cyworld was separated from the others in the light of communication. Cyworld is relatively weak in communication as it is limited to the message exchanges. The results will help in identifying major attributes for each SNS and classifying SNS.

Factors Affecting College Students' Intention to Use Mental Health Services for Mental Wellness (대학생들의 정신건강 서비스 이용의도에 영향을 미치는 요인에 관한 연구)

  • Sun, Hye-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.251-261
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    • 2021
  • The purpose of this study is to find out how much psychosocial factors affecting the intention to use mental health services and the characteristics of respondents in college students. Specifically, the influence of the level of knowledge about mental health, subjective norms, attitudes for seeking help, and social psychological stress levels on the respondents'intention to seek help is examined. As a result of the study, it was found that the subjective norms, social and psychological stress levels, and mental health students'intention to use mental health services were influenced by factors. It was found that subjective norms, psychosocial stress level, and attitude toward using mental health service were factors that influence the intention to use mental health service. The influence of these factors on help seeking intention was in the order of psychosocial stress level, help seeking attitude, and subjective norm. The study provided implications that were helpful in message development when executing mental health promotion and awareness campaigns by identifying predictive factors of the intention to use mental health services of college students.

Current Status of Rehabilitation Services in Long-Term Care Hospitals for Health Promotion of Jeollabuk-do Residents (전라북도민 건강증진을 위한 요양병원 재활서비스 현황)

  • Cho, Seung-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.199-206
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    • 2021
  • As the super-aged society is imminent, the number of people with senile diseases is also increasing, resulting in a lack of facilities and policies as a social problem. National Health Insurance Service is being talked about as a realistic alternative to medical coverage. Long-term care hospitals are classified into acute-stage hospitals and long-term care facilities and are acting as an alternative to reducing medical expenses. However, in long-term care hospitals, which are the core of maintenance rehabilitation, the quality of service issues have been raised seriously. Currently, there is a problem of mass production of refugees from rehabilitation due to a problem of the medical system. In particular, in the preceding study in 2015, the status of long-term care hospitals in Jeollabuk-do was the worst. Therefore, using public data, the general status of long-term care hospitals in Jeollabuk-do, status of frequent disease, status of rehabilitation services, and status of occupational therapy services are to be explored.

Utilization of SNS Review Data for a Comparison between Low Cost Carrier and Full Service Carrier (SNS 리뷰데이터의 활용 : 저가항공사와 대형항공사를 중심으로)

  • Woo, Mina
    • Journal of Information Technology Services
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    • v.17 no.3
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    • pp.1-16
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    • 2018
  • There exist a number of studies pertaining to the determinants of customer satisfaction between low-cost and full-service carriers in the airline industry. Most studies measured service quality using SERVQUAL based on a survey method. This study offers a new perspective by employing a big data analytic approach using SNS data, which reflects the immediate response of customers as well as trends in real time. This study chose eight factors from TripAdvisor's customer review site as determinants of customer satisfaction and compared the differences between low-cost and full-service airlines. The factors analyzed were seat comfort, customer service, cleanliness, food and beverage, legroom, entertainment, value for money, and check-in and boarding. Additionally, ratings from domestic and foreign customers were compared. The findings show that customer service and value for money are significant factors in satisfaction with low-cost airlines while all variables except legroom and entertainment are significant for full-service airlines. The results show that SNS-based data and analysis of big data are important for improving decision-making effectiveness and increasing customer satisfaction in the airline industry.