• Title/Summary/Keyword: Online Advertising

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Determinants of Click-Through Intention as Affiliate Marketing and the Moderating Effect of Tie Strength in SNS (SNS에서 제휴마케팅 관점의 클릭의도에 영향을 주는 요인과 연대강도의 조절효과)

  • Mu, Huimin;Joo, Jaehun
    • Information Systems Review
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    • v.15 no.3
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    • pp.89-110
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    • 2013
  • Affiliate marketing is classified as a type of online advertising, where merchants share a percentage of sales revenue generated by each customer, who visited the company's website via a content provider. Content provider, referred to as an affiliate, usually places an online advertisement at its website. For the past few years, there have been a lot of companies or individuals who participate in affiliate marketing. Generally speaking, most of them have websites and post the merchant's ads on their own websites. However, building and maintaining websites have some technology requirements. The widespread use of Social Network Service (SNS), especially microblog-based SNS such as Twitter and Sina Weibo, provides opportunities for individuals who want to be content providers of affiliate marketing. Since information spreads quickly on microblog-based SNS and the easy in targeting customers, it is both an effective and an efficient tool to do affiliate marketing. The relationship between a content provider and the potential customer, which is referred as "tie strength", is quite an important issue in such situation. This paper proved that service characteristics of the microblog-based SNS (security, community drivenness and navigability) and content quality all had positive influence on click-through intention, while tie strength played a moderating role. For the group with strong tie, tie strength is crucial in influencing click-through intention. While for the weak tie group, content quality was very important. Finally, we proposed some implications for both academics and practitioners.

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Study on the analysis of Web Corporate identity -Especially on the Sports Shoes sites (기업 웹 아이덴티티의 분석에 관한 연구 -스포츠신발사이트를 중심으로)

  • 신순호
    • Archives of design research
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    • v.17 no.2
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    • pp.147-156
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    • 2004
  • An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.

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YouTube Users' Awareness of Online Advertisements and Advertising Regulation Plan (유튜브 이용자들의 온라인광고에 대한 인식 및 광고규제 방안)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.528-542
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    • 2021
  • This study aims to examine the attitudes toward online advertisement targeting YouTube content users and to present implications for the direction and regulation of personal media broadcasting advertisement. The study used the data from 'Awareness of On-line Ads and Blocking Tools' conducted by the Korea Press Foundation in 2020. For the statistical analysis, correspondent analysis was employed. The main results followed as: women tended to perceive more discomfort about the ads before the start of the content compared to men, and women in twenties perceived the highest discomfort with intermediate advertisement. Second, respondents who watch more YouTube contents tended to accept more ads to use contents for free. Third, respondents who are willing to use the advertisement blocking service were most aware of the inconvenience of advertisements before starting of YouTube contents. Although users are aware of the inconvenience, the use of advertisement blocking service has not yet been found to be generalized. However, the use of ad blocking service is expected to increase gradually. It would be expected that efforts to regulate advertisement to reduce discomfort about advertisement among users are also required.

The Moderate Effectiveness On Regulatory Focus And Prices Discounts Of Scarcity Messages (희소성 메시지의 조절초점 및 가격할인에 대한 조절효과 : 온라인 판촉 메시지를 중심으로)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.31 no.1
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    • pp.247-272
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    • 2012
  • This study scarcity of recent online message promotion limited quantity of messages and time the message is limited controlled variable message whose regulatory focus and promotional discounts depending on the presence of any differences in attitudes and purchase intention appears, was to verify empirically. The results of this study, first, if limited quantity of messages focus on prevention rather than focusing on messages promoting promotion attitudes and purchase intention was higher. Second, the scarcity message is simply, as well as adjust the focus, such as price discounts and promotional activities can be controlled by a variety of points were identified. If the message is particularly limited quantity discounts are not present, rather than the message, the message is presented when the discount promotional attitudes and purchase intention, except that the amplification has been demonstrated. If the message is limited time, however, these discounts are worth the extra promotion on attitudes and purchase intentions are least likely to affect the thing that was found.

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A Study on Factors Influencing S-DMB Adoption : Focused on Technology Acceptance Model (위성 DMB의 채택요인에 관한 연구 : 정보기술수용모형을 중심으로)

  • Nam, Chong-Hoon
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.173-189
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    • 2007
  • This study attempted to analyze factors influencing S-DMB adoption. The theoretical background of this study is 'Technology acceptance model.' Based on this theory and literature review this study set 5 hypotheses. For this research, a survey was conducted by online research lab. from October 25 to 31. Data were collected from 350 subjects. Complete and useable questionnaires were received from 303 respondents. The result and conclusion are as follow: 'Instant accessibility,' 'service quality,' 'Cost,' 'advertising,' 'perceived easy of use' are significant factors influencing 'perceived usefulness'. 'Compatibility,' is a significant variable influencing 'perceived easy of use'. However, 'self efficacy' and 'innovativeness' are not significant factors influencing 'perceived easy of use.' The result of the analysis showed that most of the hypotheses were verified the same as preceding studies, but some results were different with the result of preceding studies. Therefore, it implies the characteristics of S-DMB different with other IT systems and mass media that were research subject mostly before, and it influences the result of this study as well.

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Consumer Oriented Pricing According to the New Game Product Launching (게임 신제품 출시에 따른 소비자 지향적인 가격결정)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.29-36
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    • 2005
  • Determining the price of a newly developed game product is a substantial matter affecting many aspects of corporate management. An appropriate pricing based on the proper data encourages consumers to purchase products repeatedly Yet presently most game companies prefer to set a price according to the cost including developing expense, advertising expense and law materials. As a result that price does not reveal the rue value of the product, many corporations face the demerits in the corporate management including the low sales, the loss of client and the poor promotion. This study has emphasis on the evaluating the price according to the consumer view rather than either corporate or industrial view. The price preference research analysis shows that Korean gamers prefer the price ranging around 30 thousand won in the simulation game, RPG game, and arcade game. In the online game, around 20 thousand won is the preferred price. This difference explains well the features of each game categories.

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Airtouch technology smart fusion DID system design (Airtouch 기술을 활용한 스마트융합 DID 시스템 설계)

  • Lee, Gwang-Yong;Hwang, Bu-Hyun
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.240-246
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    • 2013
  • Airtouch technology to integrate the system in the way of information delivery devices, touch screen DID this study is to develop new ways of information delivery systems. Airtouch technology to design and implement a system that can be utilized to view the college campus announcements, education, information, and employment information, and store the remote operation and sharing content, the development of cloud services to sync content via smart technology implementation fusion DID systemto develop. Packs USB interface kinek because you may be used in connection with the information appliances, and low-cost product by leveraging the Kinect sensor, Airtouch technology implementation. Types of input devices paper Airtouch technology systems, the user's hand gestures alone can interact with information appliances, smart fusion system developed by DID by tracking the user's hand movements to manipulate the mouse pointer, and information through the user's hand gestures to command the unit so that you can make. Airtouch technology smart fusion DID system technology utilizing a ripple effect on other industries, such as the online education industry, advertising, information industry increases. Also, replace the existing interface device with the versatility of a wide range of technologies, usability is an infinite expansion.

Predicting Adolescent Sexual Behaviors and Attitudes From the Use of Harmful Media (청소년 유해매체 이용이 성태도와 행동에 미치는 영향)

  • Hwang, Myung-Hee Song;Kim, Jong-Min;Moon, In-Ok
    • The Journal of Korean Society for School & Community Health Education
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    • v.9 no.2
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    • pp.1-13
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    • 2008
  • Objectives: Literature has shown the relationship between the use of harmful media and sexual behaviors among adolescents. Laws and regulations of violent and sexual mass media are getting stricter, but young children reported that they were still accessible to these harmful materials. It might be due to the development of new techniques in media delivery and new trends of game addict among Korean adolescents. Since there were very few studies on recent harmful media available to young children, the authors explore the usability of harmful media and identify related factors that can predict adolescent sexual attitudes and activities. Methods: This study was conducted secondary analysis using the internal data that were drawn from National Youth Committee's survey of adolescent harmful environment in 2007. The self-reported questionnaires were administered to 13,721 adolescents who were randomly selected based on strata of geography, school, and gender. Results: Adolescents accessed mostly to NC-19(No Children under 19) TV programs(35.8%) and AO(Adult Only) games(35.5%). Most of them reported that they did not have difficulty in the contact of these harmful media. The factors that can predict adolescent sexual intercourse are male adolescents, attending high school, not being satisfied with family life and school, contact with phone-advertising of sex, AO games and other online games, viewing adult videos, or reading adult books. Conclusions: When sex education is designed, an instructor considers not only students' demographic characteristics but also the strategies to deter the use of harmful media especially for game materials.

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A Study on Digital Marketing Promotion Strategy and Implementation Strategy Implementation Plan of Global SMEs (글로벌 중소기업의 디지털마케팅 추진전략 및 이행방안에 관한 연구)

  • Yim, Ki-Heung
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.195-205
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    • 2020
  • As the use of the Internet has become more common worldwide, digital marketing has gained a great weight as an advertising medium. Low cost and effective digital marketing tools include websites, eyes, blogs, search advertisements, online banners, mailings, YouTube, etc., which most companies around the world use one or more of them for digital marketing. I have. In this environment, global companies with more than one overseas subsidiary have become very interested in how to establish and implement digital marketing strategies. However, many studies have been conducted on the necessity of digital marketing and its implementation strategy, but there are no studies on specific implementation methods that can be applied in practice. Therefore, in this study, we intend to define digital marketing suitable for global SMEs, establish a promotion strategy model, and present a specific implementation strategy establishment planl. Through this, we intend to contribute to establishing a general-purpose SME global digital marketing strategy.

Analysis of Utilization and Perception of Special Weather Reports for Climate Change Adaptation: Focus on Dryness Advisory and Warning (기후변화적응을 위한 기상특보 인지도 및 활용도 분석: 건조특보를 중심으로)

  • Choi, Su-Jin;Kim, Eun-Byul;Jung, Woo-Sik;Kim, Baek-Jo;Park, Jong-Kil
    • Journal of Environmental Science International
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    • v.23 no.6
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    • pp.1121-1130
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    • 2014
  • This study aims to find the perception and utilization of the citizen about the dryness watch warning (DWW) among special weather reports. For this we have made up a descriptive questionnaire including the perception, utilization of special weather reports. Using the SPSS 17.0 program, descriptive statistics, t-test, ANOVA and Scheffe test were used to analyze the collected data. The results are as follows; The perception of DWW is measured by 4 point Likert scale and the average is $15.97{\pm}3.70$ (percentile=57.0). This value shows that the awareness level is not that high and according to the occupation, college students show the lowest awareness and housewives show the highest awareness. According to the age, the teens and twenties show the lowest awareness and fifties and sixties show the highest awareness. Although the perception of the teens and college students are rather poor, there were many positive answers that it is necessary to establish the advanced disaster prevention plan according to the questionnaire about the utilization of DWW. Therefore, if we come up with an effective plan to improve the perception than we can expect a large-effect in terms of fire and forest fire prevention. The perception of DWW can be improved by providing weather information and weather related education program on TV or internet which have the high level of preference. Also, it is necessary to provide online and offline program of advertising education and disaster management education through the weather forecast bureau which is the host organization of delivering weather information.