• 제목/요약/키워드: Movie Quality

검색결과 122건 처리시간 0.02초

영화의 유통전략에 대한 연구: 심플렉스 해법을 중심으로 (Cost Distribution Strategies in the Film Industry: the Simplex Method)

  • 황희중
    • 유통과학연구
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    • 제14권10호
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    • pp.147-152
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    • 2016
  • Purpose - High quality films are affected by both the production stage and various variables such as the size of the movie investment and marketing that changes consumers' perceptions. Consumer preferences should be recognized first to ensure that the movie is successful. If a film is produced without pre-investigation and analysis of consumer demand and taste, the probability of success will be low. This study investigates the balance of production costs, marketing costs, and profits using game theory, suggesting an optimization strategy using the simplex method of linear programming. Research design, data, and methodology - Before the release of the movie, initial demand is assumed to be driven largely by marketing costs. In the next phase, demand is assumed to be driven purely by a movie's production cost and quality, which might also further determine consumer demand. Thus, it is essential to determine how to distribute pure production costs and other costs (marketing) in a limited movie production budget. Moreover, it should be taken into account how to optimally distribute under the assumption that the audience and production company's input resources are limited. This research simplifies the assumptions for large-scale and relatively small-scale movie investments and examines how movie distribution participant profits differ when each cost is invested differently. Results - When first movers or market leaders have to choose both quality and marketing, it has been proven that pursuing a strategy choosing only one is more likely than choosing both. In this situation, market leaders should maximize marketing costs under the premise that market leaders will not lag their quality behind the quality of second movers. Additionally, focusing on movie marketing that produces a quick effect while ceding creative activity to increase movie quality is a natural outcome in the movie distribution environment since a cooperative strategy between market competitors is not feasible. Conclusions - Government film development policy should ignore quality competition between movie production companies and focus on preventing marketing competition. If movie production companies focus on movie production quality improvement then a creative competition would ensue.

영화관에서 제공하는 서비스품질이 고객만족도에 미치는 영향에 관한 연구 - 멀티플렉스 영화관을 중심으로 - (A study of the influence of service quality which is offered in a movie theater - Focus the Multiplex movie theater -)

  • 김범석;조재립
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2006년도 춘계학술대회
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    • pp.95-99
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    • 2006
  • Resulting from a development of Korea's film industry, the number of the audience who visits a movie theater is increasing. so, interest in indoor service which is provided in the movie theater is also increasing, and there are needs for raising a movie theater's competitive power and an endeavor to offer a higher standard of service to customer. thus, this study will define service quality factor of a movie theater and provide ways of improving service quality by analyzing the effect of service quality on customer satisfaction and re-visit intention.

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영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로 (Marketing Strategies in the Film Industry: Investment Decision Game Model)

  • 황희중
    • 유통과학연구
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    • 제13권10호
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

영화 콘텐츠 관련 어플리케이션의 성공적 모델 제안: IS Success Model에 따른 소비자 태도와 관람의도를 중심으로 (Proposal of a Successful Model for Applications Related to Movie Content: Focusing on Consumer Attitudes and Viewing Intentions According to the IS Sucecess Model)

  • 이강석
    • 한국콘텐츠학회논문지
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    • 제22권3호
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    • pp.430-441
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    • 2022
  • ICT 기술의 발전에 힘입어 다양한 모바일 어플리케이션이 속속들이 등장하고 이들이 개인의 삶 속에 깊이 파고든 시점, 영화산업의 새로운 성장판로를 모색하기 위하여 본 연구는 영화 콘텐츠 관련 어플리케이션의 성장 방안을 논의하였다. 실증연구를 통하여 영화 콘텐츠 관련 어플리케이션이 갖춰야 할 핵심요인을 탐색하기 위하여 본 연구에서는 정보시스템 성공 모델을 활용하여 각 품질요인이 영화 소비자의 영화에 대한 태도와 관람의도에 미치는 영향을 알아보았다. 연구 결과, 영화 콘텐츠 관련 어플리케이션의 품질요인 중 가장 중요한 요인은 정보 품질요인이었으며, 이어 서비스 품질이 차선으로 중요한 요인임이 도출되었다. 본 연구에서는 이와 같은 연구 결과를 바탕으로 국내 영화 산업의 발전을 위해 영화 콘텐츠 관련 어플리케이션들이 개선되어야할 방안을 제시하여 새로운 유통 채널로서의 영화 콘텐츠 관련 어플리케이션의 방향성을 제안하였다.

영화관의 소비가치가 고객만족에 미치는 영향에 관한 연구: 대학생을 중심으로 (Effects of Consumption Values on Customer Satisfaction in Movie Theaters: A Focus on College Students)

  • 김기수;심재현
    • 유통과학연구
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    • 제12권4호
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    • pp.73-83
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    • 2014
  • Purpose - This study aims to classify and extend the consumer value of movie theaters into various values such as functional value, emotional value, social value, epistemic value, and conditional value based on the theory of consumption value by Sheth, Newman and Gross (1991). It also aims to verify the path structure of consumption value→customer satisfaction→behavior intention of movie theaters to confirm its generalization. Research design, data, and methodology - This study was conducted by collecting data on Kimpo university students from various areas in Incheon, Northern Seoul, Ilsan, Kyonggi Province, and Kimpo City. The survey was conducted by distributing 280 survey papers from Oct. 5 to 15, 2013 and collecting 238 of them. The final analysis used 208 questionnaires, after excluding 30 invalid responses. The statistical analysis of this study used the SPSS 19.0 statistics package. Results - The results of the survey are as follows: First, consumption values of movie theaters are classified into the following five groups: functional value, emotional value, social value, epistemic value, and conditional value. This study verified that consumption values play a role as a previous variable of customer satisfaction. Second, functional value, emotional value, and epistemic value have positive effects on customer satisfaction. On the other hand, social value and conditional value do not affect customer satisfaction. Finally, customer satisfaction has a positive impact on behavior intention. Theater users have an intention to re-use or recommend the movie theater they used when they are satisfied with a movie theater's physical environment and services. Conclusions - This study can provide academic and practical implications as follows based on the results mentioned above. First, academic implications can be found in that consumption values of movie theater users are classified into five values based on the theory of consumption value by Sheth et al. (1991). In the previous study, the service quality of a movie theater was studied based on the service quality of service encounters and a physical environment→customer satisfaction→behavior intention path structure. However, this study was verified by a consumption value→customer satisfaction→behavior intention path structure to classify consumption value, but not service quality or perceived value of quality, to confirm this generalization. Second, practical implications can be found in that the relative impact of consumption value of movie theaters on consumer satisfaction showed that functional value was followed by epistemic value and emotional value. In the previous study on movie theaters, previous variables of customer satisfaction were separated only by functional service quality including service encounters and physical environment; in some other studies, quality of service encounter had a direct effect on customer satisfaction. Accordingly, a marketing manager of a movie theater should develop various differentiated services by reflecting not only functional value such as service encounters and physical environment but also epistemic value and emotional value.

Investigating the Determinants of Online Consumer Engagement on Multiplex Social Network Sites: A Value Exchange Perspective

  • Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • Journal of Information Technology Applications and Management
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    • 제26권6호
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    • pp.139-157
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    • 2019
  • This study is intended for demonstrating the impacts of different factors on the formation of online consumer engagement behavior of young Chinese moviegoer in Korea. Based on Value-Exchange Model [Itani et al., 2019], we build research model to reveal the relationships among perceived enjoyment, perceived movie information value, multiplex-audience relationship quality, multiplex usage satisfaction, and online consumer engagement through experiments on valid data we collected from 186 participants who had lived in Korea and experienced the multiplex pages of top 3 movie theaters, where Smart PLS 3.0 is the tool used for statistical analysis. The experimental results show that both perceived enjoyment and perceived movie information value positively correlate to multiplex-audience relationship quality, and multiplex audience relationship quality significantly influences multiplex usage satisfaction and online consumer engagement. In addition, it is found that relationship quality plays the role of mediator between perceived enjoyment and satisfaction. The findings from this study offer both academic and managerial implications for movie distributors who are interested in developing potential Chinese consumer market in Korea.

수요변화에 따른 영화 상영관 입지의 공간적 재구조화 (Spatial Restructuring of Movie Theather Locations)

  • 이금숙
    • 지역연구
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    • 제9권2호
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    • pp.71-87
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    • 1993
  • The purpose of this study is to analyze the restructuring processes of the locations of service industry whose demand has been decrease rapidly. The demand of movie theater has been change dramatically during the last three decades. the spatial distribution patterns of movie theaters have been changed according to the changes in the demand. In order to investigate the locational charateristics of movie theaters, in seoul we surveyed the consumer's behavior. We focused on the study to examine the relationships between the locations of movie theaters and transportation development. Especially, We look at the impacts of the development of subway networks on the locations of movie theaters in Seoul. The dvelopment of subway networks has played a very of movie theaters location. The hierarchicla structures of movie theaters have also chaged. Inspite of declining in the demand for movie theater, the number of first-run movie theaters has been increased continuously. The number of second-run movie theaters has been decreased dramatically. Some of them has been upgraded to first-run theater and some of them has been smallized. But, most of them have been closed. An the other hand the quality of movie theater facilities tends to be higher, while the sizes of movie theaters tends to be smallized.

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온라인 구전과 영화 매출 간 상호영향에 관한 연구: 한국 영화 산업을 중심으로 (Simultaneous Effect between eWOM and Revenues: Korea Movie Industry)

  • 배정호;심범준;김병도
    • Asia Marketing Journal
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    • 제12권2호
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    • pp.1-25
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    • 2010
  • 기존 영화 산업에서 구전의 크기는 매출에 영향을 주지만 방향성은 영향을 주지 못하는 것으로 연구되었다(Liu 2006). 하지만, 이러한 분석 방법을 국내 영화 데이터에 동일하게 적용시켜 본 결과, 구전의 방향성도 영화의 매출에 영향을 주는 것으로 밝혀졌다. 이는 아시아 지역의 소비자들에게서 나타나는 독립적 자아관점과 북미 지역의 소비자들에게서 나타나는 상호의존적 자아관점의 차이로 인해 나타난 결과로 보인다. 즉, 국내 소비자의 경우는 영화를 선택/관람함에 있어 타인의 평가가 영향력을 주기 때문에 구전의 방향성도 유의한 양(+)의 값을 가진다. 기존의 연구에서는 구전의 크기가 일방적으로 매출에 영향을 미친다는 가정을 통해 영화 산업의 구전효과를 분석했으나, 이는 발생된 매출이 구전의 크기에 미치는 영향을 간과한 것이다. 따라서 매출이 구전에 미치는 효과까지 고려하여 연립방정식(Simultaneous Equation)을 통해 구전의 크기와 매출 간 상호 관계를 추정한 결과, 구전의 방향성은 위의 분석과 동일하게 영화 개봉 후 지속적으로 매출에 양(+)의 영향력을 미치는 것으로 나타났다. 하지만, 구전의 크기는 매출의 원인이 되는 것이 아니라, 오히려 매출이 증가하여 구전의 크기가 증가하는 것이라는 결과를 보여주었다. 즉, 개봉 후 1주차에는 소비자들이 영화를 선택할 때 구전의 크기와 방향성이 동시에 고려되지만, 2주차 이후로는 구전의 크기는 매출에 영향을 미치는 변수가 아니라, 매출의 증가에 따른 결과라는 사실이 밝혀졌다.

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영화관의 서비스품질이 고객 충성도에 미치는 영향에 관한 연구;멀티플렉스를 중심으로 (A study on The effects of Movie Theater Service Quality to Customer Loyalty;Focus the Multiplex movie theater)

  • 김범석;조재립
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2006년도 추계 학술대회
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    • pp.302-306
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    • 2006
  • According to increasing spare time by executing a five-day work and concern to multiplex by developing Korean movie industry, it is required an expedient that can not only strengthen the competitiveness but also serve higher level service to custom. thus, this study will provide ways of improving service quality by analyzing the effect of service quality of multiplex on customer satisfaction and re-visit intention.

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콘텐츠들 간의 유의어 태그매핑을 이용한 확장된 추천기법의 연구 (A Study of Extended Recommendation Method Using Synonym Tags Mapping Between Two Types of Contents)

  • 김지연;김영창;정종진
    • 전기학회논문지
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    • 제66권1호
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    • pp.82-88
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    • 2017
  • Recently recommendation methods need personalization and diversity as well as accuracy whereas the traditional researches have been mainly focused on the accuracy of recommendation in terms of quality. The diversity of recommendation is also important to people in terms of quantity in addition to quality since people's desire for content consumption have been stronger rapidly than past. In this paper, we pay attention to similarity of data gathered simultaneously among different types of contents. With this motivation, we propose an enhanced recommendation method using correlation analysis with considering data similarity between two types of contents which are movie and music. Specifically, we regard folksonomy tags for music as correlated data of genres for movie even though they are different attributes depend on their contents. That is, we make result of new recommendation movie items through mapping music folksonomy tags to movie genres in addition to the recommendation items from the typical collaborative filtering. We evaluate effectiveness of our method by experiments with real data set. As the result of experimentation, we found that the diversity of recommendation could be extended by considering data similarity between music contents and movie contents.