• Title/Summary/Keyword: Marketing promotion

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A Study on the Effect of Perceived Attractiveness and Social Distance of Virtual influencer on Information Acceptance Intention (가상 인플루언서의 지각된 매력과 사회적 거리가 정보 수용의도에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.309-314
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    • 2022
  • The purpose of this study is to examine how the characteristics of virtual influencer, which are rapidly emerging in recent years, affect consumers. To this end, the change in information accecptance intention was examined using the perceived attractiveness and social distance of consumers toward virtual influencers as independent variables. I found the more attractive consumers feel about virtual influencer and the closer they perceive social distance, the higher the intention to accept information. However, when virtual influencer was perceived as attractive, there was no difference in information acceptance intention according to social distance. On the other side, even if the virtual influencer was perceived as less attractive, the information acceptance intention was higher when the social distance was perceived as close than when it was not. Based on these results, I provided implications for the marketing strategy of virtual influencers.

A Study on the Protection of Creators' Rights Using Social Media for Non-fungible Token Marketplaces (대체 불가능 토큰 마켓플레이스를 위한 소셜미디어를 활용한 창작자 권리 보호 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.667-673
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    • 2021
  • Unauthorized generations and sales of non-funable tokens (NFTs) without the consent of the creator is one of the biggest problems that arise in NFT Marketplaces. This study proposes a method to practically reduce the problem of NFT sales without the consent of the creator by means of authentication with social media accounts. Through the proposed method, creators who are already using social media as a means of communication and marketing for creative activities can authenticate with their own accounts. Creators who have difficulty authenticating with their own accounts will be provided with alternatives to authenticate using human networks. In addition, the proposed method of protecting creator rights was designed using a flowchart to enable development using only the public API (Application Programming Interface) provided by social media. The proposed method can protect creators' rights and reduce damage caused by NFT fraud by inducing buyers to trade NFTs of authorized sellers through social media.

The Analysis on the Recyclability of Shenlong Automobile Company in China using SWOT Technique

  • Zhao, Wei;Jung, Heonyong
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.146-155
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    • 2022
  • The purpose of this study is to investigate the recyclability of Shenlong in China using SWOT. The main analysis results are as follows. First, provided that the company's current capacity utilization rate is seriously insufficient, reducing staff is one among the effective ways. Second, Shenlong should open a web store to cater to young people's online shopping behavior, and further expand the brand visibility using national mainstream media and online shopping platforms like Taobao and JingDong to market Dongfeng Peugeot and Dongfeng Citroen on the whole network. Third, under the premise of maintaining the present best-selling models, Shenlong should appropriately reduce the amount of models, adjust the assembly capacity ratio of every model and every displacement in real time per the newest market trends, increase the agility of auto companies' production, and timely meet the wants of domestic consumers. Fourth, dual-brand coordination and channel integration are very necessary, and also the profitability and profitability of dealers are going to be further improved, thereby increasing sales. Fifth, target building new energy leading products of Shenlong, strive to attain the forefront of the industry within the sales of recent energy vehicles within 5 years, and gradually expand new energy vehicle products from passenger vehicles to passenger vehicles and commercial vehicles. Finally, the marketing field of Shenlong Automobile should achieve "three major changes", that is, change from a goal-driven type to a demand-driven type, cancel the bundling of outlet invoicing goals and delivery incentive tiers; start from basic capabilities, and set pragmatic and challenging goals; focus Channels, to realize following the activation of outlets, and single store sales increase.

A Exploratory Analysis on Knowledge Structure of Untact Research (언택트 연구의 지식구조에 대한 탐색적 분석)

  • Kim, SeongMook;Cha, HyunHee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.367-375
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    • 2021
  • This study aimed to identify the knowledge structure of researches on 'untact' and derived implications for directions for the studies using text mining. The study included network analysis and topic modelling of keywords and abstracts from 171 thesis published until October 2020. Centrality analysis showed that 'untact' studies had been focused on service, usage, consumption, technology and online. From the topic modelling, 6 topics such as 'COVID-19 and socio-technological change', 'needs and utilization of education contents', 'technology and service for user convenience', 'product marketing and sales', 'service design of the company', 'influence factors of usage and consumption' were extracted. Keywords that connect each topic were technology, service, usage, consumption, needs and factor. Exploratory analysis of 'untact' researches using text mining provides useful results for development of 'untact' studies.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Innovative Business Model from the Perspective of Digital Cultural Industry -Centered on the Virtual Idol "Hatsune Miku" (디지털 문화 산업의 시각에 따른 혁신적 비즈니스 모델: 가상 아이돌 '하츠네 미쿠'를 중심으로)

  • DOUXIAOWEI, DOUXIAOWEI;Yang, Jonghoon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.823-831
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    • 2021
  • In the Internet age, the digital cultural industry is booming, start-up companies want to win a place in the fiercely competitive red sea market of the Internet, innovative business models have become an important challenge and opportunity for countless companies. Taking the virtual idol "Hatsune Miku" as the example, the analysis is carried out at the levels of technological innovation, value proposition, resource combination, operation process and marketing model. By comparing the differences between the first-generation software Meiko of Crypton and the second-generation software "Hatsune Miku", we will study the components of the business model to explore the characteristics and advantages of this business model, and in-depth operation models and innovations. The analysis is expected to provide a substantial reference for other electronic product and software development companies in their business models.

New Medical Device Regulations (MDR) in Europe (유럽의 새로운 의료기기 규제제도 MDR)

  • Jeong, Hyun-Woo;Yeom, Hojun;Park, Sangsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.29-37
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    • 2022
  • MDR, a new European medical device regulation newly enacted in 2017, requires that medical device products that have received CE conformity certification through MDD be re-certified by May 2024 in line with the new CE MDR regulation. The new MDR requires more stringent medical device clinical evaluation and clinical investigation than the previous MDD required, and also require the submission of documented post-marketing surveillance data. Korean medical device makers also need to meet the new MDR requirements and obtain conformity certification, but the industry is still confused because they do not understand the new regulations thoroughly. In this study, medical device regulations in Korea, the United States, and Europe are compared, and the European MDR is further compared with the previous European Medical Device Directive MDD to help understand the requirements of the new European Medical Device Act.

The Analysis regarding Inducing and Hindering Factors of Online Fashion Product Browsing

  • Lee, Su-Jin;Lee, Jin-Hwa
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.67-80
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    • 2022
  • In this study, I analyzed the inducing and hindering factors of online shopping malls on browsers in the process of browsing fashion products in online shopping malls. In-depth interviews were conducted by presenting browsing-related questions to women in their 20s and 50s who are interested in browsing fashion products online. Based on the answers of the interviewees, using grounded theory, we analyzed and presented six factors such as price factor, promotion factor, purchase review factor, visual information factor, product information factor, and service factor. Based on inducing and hindering factors to browsing analyzed in this study, a strategy to design a browsing environment in terms of shopping malls was suggested, which will be helpful for practical strategies and marketing in related industries. Basic data will be presented in a thesis on a new type of shopping mall browsing environment related to the rapidly developing information and communication technology. In addition, the negative emotions experienced in relation to the detrimental factors of shopping malls in the browsing process are expected to be helpful in researching fashion product browsing related to consumer psychology.

The Effect of Beauty Influencers' Characteristics and Product Characteristics on New Product Acceptance Intentions - Focusing on Chinese Consumers - (뷰티 인플루언서 특성과 제품 특성이 신제품 수용의도에 미치는 영향 - 중국 소비자를 대상으로 -)

  • Ruiqi Xu;Eun-Hye Kim;Jin-Hwa Lee
    • The Korean Fashion and Textile Research Journal
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    • v.24 no.6
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    • pp.719-730
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    • 2022
  • This study explored the impact of beauty influencers' characteristics and product characteristics on new product acceptance intentions and studied the mediating effects of consumer trust in this process. A survey was conducted from February 22, 2021, to February 28, 2021, with Gen Y and Gen Z women in China, and 379 questionnaires were analyzed. The conclusions are as follows: First, the characteristics of beauty influencers are authenticity and expertise, similarity, attractiveness, interactivity, familiarity, and trustworthiness; product characteristics are cost, image, product quality, product perception, sales promotion, and sustainability. Second, partial beauty influencers' characteristics and partial product characteristics have a positive impact on consumer confidence and acceptance intention of the new product. Third, the mediating effect of consumer trust in the process by which beauty influencers' characteristics and product characteristics influence the intention of new product acceptance was determined. Therefore, when beauty companies use influencers in marketing, it is necessary to understand their characteristics, consider their professionality and authenticity, examine their reliability, and assess their ability to form connections with images and viewers that match their products. Additionally, to increase the acceptance intention of new products, companies should present the price of high-quality products, product sensibilities, and corporate images of products and establish measures that can positively affect consumers' acceptance intention of new products by combining them with the characteristics of beauty influencers.

Examining conducting Hanbok fashion shows in the metaverse (한복 패션쇼의 메타버스 구현을 위한 탐색적 연구)

  • Eunju Park;Young-Ju Rhee
    • The Research Journal of the Costume Culture
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    • v.31 no.2
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    • pp.173-192
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    • 2023
  • This study conducted in-depth interviews with experts to implement Hanbok shows on metaverse, which can contribute to the succession and development of Hanbok design and to establish a platform that fits the reality of the Hanbok industry and consumers. In-depth interviews were conducted to collect opinions from experts, and the derived contents were divided and analyzed using an affinity diagram. Experts were positive about the use of the metaverse platform of the Hanbok show in terms of impact, accessibility, exposure, virtual fitting, issuance of NFTs, and promotion of Hanbok brands. As a result of verifying the validity of the four components of metaverse, experts highly evaluated the possibility of using Hanbok shows in the order of virtual reality, augmented reality, mirror world, and lifelogging. Visuality, influence, marketing efficiency in virtual reality, immersion in augmented reality, fantasy and artistic elements, expression, diversity, and abundant experiences were expected. The platform's requirements emphasized realistic implementation equipment and technology, collaboration between Hanbok designers and producers, in addition to government support. Results of this study showed that appropriate target was analyzed to be in the 10-30s, and the appropriate price range was found to be able to sell at a discount of 40-80% compared to offline. This study provides useful implications for the service development of metaverse content, which will also be actively used in the Hanbok field, and can be used as basic data for reviving the Korean Hanbok industry and strengthening international competitiveness.