• Title/Summary/Keyword: Fun Marketing

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What Kind of Fun Food Marketing Do Customers Want?

  • CHA, Seong-Soo;LEE, Min-Ho
    • The Korean Journal of Food & Health Convergence
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    • v.7 no.3
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    • pp.1-11
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    • 2021
  • Purpose of the research: This study aims to explain the state of marketing using fun among recent popular marketing strategies. Although companies are using various differentiated marketing strategies to gain a competitive edge, among them, fun marketing has constituted the most effective area of interest recently. Research design and methodology: To extract the customer selection attributes of fun marketing, after reviewing the literature, six optional attributes were selected from the factors of fun marketing towards consumers such as funny design, language play, celebrity use, funny taste, how to eat, and newtro (new + retro). Out of 300 questionnaires, 276 were used for analysis, excluding unscrupulous or incomplete questionnaires. The results were reviewed for validity and reliability using SPSS andAMOS, and the hypothesis was verified using structural equation modelling (SEM). Principal results: The results showed that funny design, language play, and newtro statistically significantly affected customer satisfaction, but celebrity use, funny taste, and eating methods had no significant effect. It was also confirmed that satisfaction had a statistically significant effect on repurchase intention. Major conclusions: This study can serve as basic data to enhance the marketing strategy of the food service industry, and it provides theoretical and practical implications.

How Short-form Videos Influence Customer Intention Toward Fashion Product Purchase and e-WOM - Focusing on Generation Z - (숏폼 비디오 콘텐츠의 특성이 패션 제품 온라인 구전의도 및 구매의도에 미치는 영향 - Z 세대를 중심으로 -)

  • Jiyeong Park;Eunju Ko
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.690-703
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    • 2023
  • With the emergence of digitalization and environmental changes, such as those caused by COVID-19 and high-speed networks, online video platforms have changed how people communicate and created new marketing opportunities. The unique characteristics of mobile short-form videos are causing more people to consume and produce diverse content in the digital environment. The study focuses on two story types (product essential and relative information) to examine the effectiveness of short-form videos for fashion marketing. This study verified the influence of the common traits of short-form video content (informativeness, expertise, familiarity, and playfulness) on fun, e-WOM, and purchase intention and the mediation effect of fun using video samples categorized by story type. In this study, 300 Gen Z men and women responded to a survey after watching a 30-second short-form video sample. All the traits of short-form video content were found to have a positive effect on fun. Moreover, all the traits excluding playfulness had a positive effect on e-WOM and purchase intention as well. Fun had a positive effect on both e-WOM and purchase intention as well as a partial mediating effect. These findings are expected to provide insight and reference for planning short-form video marketing from the perspective of the fashion industry.

Fun Motifs Represented in Walter Van Beirendonck's Fashion (Walter Van Beirendonck 패션에 재현된 펀 모티프)

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

The Effect of Factors on Continuous Use of Video Telephony Service for Mobile Devices (영상통화 서비스의 지속적인 사용 요인에 관한 연구)

  • Yang, Seok-Won;Whang, Jae-Hoon
    • Journal of Information Technology Applications and Management
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    • v.17 no.1
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    • pp.107-125
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    • 2010
  • The purpose of this research is to identify the critical factors influencing on the continuous use of video telephony service for mobile devices. An empirical analysis has been performed by using service quality, brand image, price, fun as influencing factors, and satisfaction and commitment as mediating factors. The partial least squares(PLS) methodology with 228 questionnaires has been conducted. The results indicated that brand image, price, and fun were mediated by satisfaction and commitment to have a statistically significant influence on continuous use of video telephony service. Service quality showed a significant effect on continuous use mediated by satisfaction while it did not show any influence through commitment. Based on the results, companies in the communication service industry should consider and focus on the improved brand image, appropriate fees, and individual preferences for fun for the successful marketing activities, and should also maintain amicable relations with their customers.

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Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

The Effect of Fun Factors and Immersion on Health Applications Flow User Satisfaction (헬스 어플리케이션의 재미요인과 몰입이 이용자의 만족에 미치는 영향)

  • Yu, Hyun-Joong;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.57-65
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    • 2020
  • This study is places importance on health and safety in the era of untact, non-face-to-face care areas are increasing. To find out the fun factors and the effect of immersion on use satisfaction of health application users. Through the first factor analysis, we found the fun and immersion elements(joyful, interest, social intercourse) of users. Secondly, we looked at the impact of fun factors and immersion on satisfaction (viral intention, continuity). Finally, we looked at whether the user's characteristics affect satisfaction. The impact on fun factors and satisfaction was different depending on gender, which are characteristics of health application users. Both men and women showed significant results in oral tradition of pleasure, and in the case of women, elements of joy and psychological compensation were found to affect the continuation of use. It is thought that it is important to consider this in terms of marketing so that the elements of enjoyment among the fun factors of users through health application can continuously affect the continuation of use or oral tradition.

A Study on Gamification-based Effective Digital Marketing Plan Targeting at Generation MZ (MZ세대를 겨냥한 게이미피케이션 기반 효과적인 디지털 마케팅 방안 연구)

  • Nang, Yunseo;Kim, Kyujung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.202-215
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    • 2022
  • The purpose of this study is to identify gamification techniques and characteristics of digital marketing based on the main information communication, learning, and play of the current consumer group, and to present effective gamification digital marketing plans for the MZ generation. The summary of the research process is as follows. First, the characteristics and definitions of MZ generation and gamification were described and the concept was clarified. Second, domestic and foreign gamification cases were compared and analyzed. Studies show that we should be wary of gamification digital marketing, which fails to reflect the characteristics of the fun-seeking MZ generation by failing to organically connect the mechanisms and structures of gamification, focusing only on visible elements, such as Point, Badge, and Leaderboard. In addition, customers who lose the fun of obtaining rewards and leave because they feel that the rewards (points, badges, leaderboards) they provide are worthless should be prevented.

Exploratory Study on Consumer's Hedonic Value for Retail Advertising and Marketing Plans: Based on In-depth Interview on Consumer's Shopping Experience

  • Seo, Sangho
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.13-18
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    • 2020
  • Going shopping would be a very reasoned and well-planned activity, however, at the same time, it would not. People may go shopping just for fun and as their leisure. The motivations for going shopping and their experiences cannot be fully explained with the economic utility or the information-processing model. Thus, this study explored the hedonic aspect of the experiences of shopping as an alternative explanation to consumers' motivations of shopping and discussed retail advertising and marketing plans. An in-depth interview was conducted to obtain a better understanding about hedonic value, and it was found that hedonic value affects a consumer's shopping experience and that understanding consumers' motivations for shopping and establishing competitive advertising and marketing plans is important in drawing more consumers. Strategic implications for establishing further retail advertising and marketing plans obtained from the findings were also suggested.

Ice Cream Market and Future Development in Korea

  • Kyu-ri KIM;Seong-Soo CHA
    • The Korean Journal of Food & Health Convergence
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    • v.9 no.5
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    • pp.7-11
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    • 2023
  • Purpose: The purpose of this study is to analyze current trends in the Korean ice cream industry and determine how these trends affect the competitiveness of each ice cream company. Method: This study was conducted by reviewing existing related literature and collecting and analyzing data from news articles, corporate reports, and existing researchers' studies related to the ice cream industry. Results: The Korean ice cream industry is growing and developing through the collaboration of fun marketing with taste, quality, and fun elements, and the young MZ generation can be said to be the main customer base. In terms of quality, premium ice cream made with high-quality domestic ingredients has recently been gaining popularity, and ice cream with reduced fat and sugar, such as plant-based substitutes, is also gaining popularity among consumers. Conclusions and Implications: The results of this study highlight the need for continued innovation in the Korean ice cream industry. The industry must also capitalize on the growth of online sales and the global appeal of Korean pop culture. Sustainability efforts, technology adoption, and strategic collaboration are key drivers for future industry success, and social media engagement must be integrated into marketing strategies to increase brand awareness and consumer loyalty.

A Study of the Core Characteristics and Contribution of Consumer Experiential Marketing (소비자 체험마케팅의 핵심적 특성들과 기여에 대한 고찰)

  • Kim, Woo-Sung;Huh, Eun-Jeong
    • Korean Journal of Human Ecology
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    • v.16 no.1
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    • pp.89-101
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    • 2007
  • This study deals with classification of various approaches regarding consumer experience, core characteristics, and contribution of experiential marketing. This study classifies seven approaches regarding consumer experience into 4 broad views (1)experience as experiential brand concept, 2)experience as a behavior, 3)experience as a behavior focusing on an affect, 4)experience as a holistic experience. Each of these 4 views of experience as well as the seven approaches is further explained in details. Five core characteristics of experiential marketing are suggested: l)forming a deep relationship between a customer and a brand, 2)being related to personal final values, 3)holistic experience with a brand, 4)fun, pleasure, and immersion, and 5)keeping customers through customer satisfaction and giving impression to a customer. Five propositions based on these core characteristics are suggested. The contribution of experiential marketing is suggested.