• Title/Summary/Keyword: Product Placement(PPL)

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An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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Product Placement for Broadcasting Advertising Industry Revitalization (방송광고산업 활성화를 위한 간접광고)

  • Lee, Hee-Bok;Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.128-139
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    • 2010
  • Since the revised enforcement ordinance of the broadcasting legislation, Product Placement that was introduced in May, 2010 has expanded the stable income of broadcasting contents and broadcasting advertising industry, and improved the quality of the broadcasting contents and its service. However, as a result of Product Placement enforcement for the past 3 months, it reveals many problems, and is blamed for being unable to meet the intent of the law. Accordingly, Product Placement is not established properly. Thus, it is required to improve the detailed action plan for revitalization of Broadcasting Contents and Broadcasting Advertising Industry as originally intended. For example, the outsourcing production company involved in producing programs like dramas and the broadcaster have failed to reach negotiation on distributing proportion and it is keenly in need of its related study. This study is to cover the current status and the problems of introducing Product Placement, and is expected to provide the policy implications and the practical lessons. However, it displays limits that it ends in exploring and policy debate. It is henceforth expected to continue various studies of measuring the effectiveness, strategy, creative, and so forth based on discussion of introducing Product Placement.

Audience Awareness of Virtual Advertising and Product Placement (가상광고와 간접광고에 대한 수용자 인식)

  • Lee, Hee-Bok;Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.91-102
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    • 2012
  • Virtual Advertising and Product Placement which had been brought up to strengthen the competitiveness of the contents and vitalize the Advertising Industry, especially broadcasting advertising were finally adopted. This is a study to review what the background and the current condition of the virtual advertising and product placement are, identify what their current and potential problems are, and discuss how to settle the issues and make improvements. It also presents an empirical study on audience awareness. As a result of the study, audience tends to show high awareness of virtual advertising and product placement, to accept them more positively and show higher reliability of them than any other advertising. Moreover, it appears that they pay more attention to them, express their favor on them, and regard them convincing. This is an important point to both academic field and industry, which is likely to give suggestions to establish policy for virtual advertising and product placement and to develop broadcasting advertising in the future.

Application for Personalized Advertisement (Personalized Advertisement 어플리케이션 개발)

  • Park Sung-Soo;Jung Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.137-141
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    • 2004
  • 본 논문은 디지털방송 컨텐츠(드라마, 영화, 토크쇼)상에서 PPL(Product Placement) 간접광고를 보다 개인화 된 맞춤 광고로 구현한 어플리케이션을 기술한다. 이러한 애플리케이션은 개인의 취향에 최적화된 광고를 제공하고 방송사와 시청자간의 Interaction에 의해 전자상거래가 가능한 채널로 이동할 수 있는 기능을 제공한다. 다시 말해서 본 논문의 어플리케이션은 컨텐츠 시작 전에 개인이 선호하는 물품을 선택하여 컨텐츠 속에 나오는 PPL광고에서 시청자가 선택한 물품만이 컨텐츠 방영 중에 나타나고, 그 선택 물품의 상세 정보와 구매를 할 수 있는 DAL(Dedicated Advertisers Location)채널로 이동할 수 있도록 하였다. 따라서 시청자 측면에서는 개인화 된 방송 서비스를 이용하여 자신이 원하는 선별된 광고를 보는 효율적이고 능동적인 방송시청을 하게 되며, 방송 사업자 측면에서는 맞춤 방송 서비스로 효과적인 타겟 소비자를 정하여 효과적인 마케팅을 할 수 있다. 그리고 시청한 광고 물품들을 장바구니라는 일종의 북마크에 담을 수 있게 하였다. 시청자가 원할 때는 언제든지 광고된 물품의 T-Commerce채널로 이동 가능하도록 설계, 구현하였다. 이것은 개인화 된 맞춤형 방송과 쌍방향 Interaction이 가능한 새로운 데이터방송의 특성을 잘 보여주는 Interactive 광고로서 새로운 모델이 될 것이다. 본 논문의 어플리케이션(Xlet)은 우리나라 위성방송 데이터방송 표준인 MHP 미들웨어에 의해 구동되어지며, 데이터방송용 API인 JavaTV API, Havi & Davic API에 따라 구현되어졌다.

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Influence of Consumers' Perceived Brand Benefits of Coffee Shops on Brand Trust and Continuous Purchase Intention (지각된 커피전문점 브랜드 효익이 브랜드 신뢰와 지속적 구매의도에 미치는 영향)

  • Lee, Cho Hee;Ryu, Si Hyun
    • Journal of the East Asian Society of Dietary Life
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    • v.27 no.4
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    • pp.431-441
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    • 2017
  • The purpose of this study was to analyze the effect of consumers' perceived brand benefits toward brand coffee shops on continuous purchase intentions as well as the mediating effect of brand trust. The survey was conducted on coffee consumers aged 20~40 years living in Seoul and who visited brand coffee shops exposed as product placement (PPL) in TV dramas. Out of 400 questionnaires distributed to consumers, 381 questionnaires (95.3%) were analyzed. Consumers were more interested in places (60.1%) than the products (39.9%) of the coffee shops exposed as PPL. Over half (54.6%) of the respondents showed a positive attitude towards coffee shop PPLs. All three brand benefits perceived by consumers (functional, symbolic, and empirical) had significant positive effects on brand trust and continuous purchase intention. In particular, symbolic benefit has the greatest impact on continuous purchase intention towards the brand. Brand trust had a mediating effect between perceived brand benefits and continuous purchase intentions. Therefore, it is necessary to focus on enhancing the perceived symbolic benefit of the brand to effectively maintain customer relationships. The results suggest that when planning positioning concepts, considering the importance of brand benefits is the best way to increase the competitiveness of coffee shop brands.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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A Study on Semiotics of Costumes in Film -"Pretty Woman" Garry Marshall (1990)- (영화 속 의상기호에 관한 연구 -개리 마샬의 "귀여운 여인"(1990)을 중심으로-)

  • Bae, Sang-Joon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.147-160
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    • 2012
  • The costumes as an expression system in film are inserted intentionally for a particular purpose. Costumes in film, namely the cinematic dress code, and that in reality are dissimilar in meaning structure. The costumes in film perform a role of a complicated eye-catcher in correlation with the other filmic factors. But the previous studies on the costumes in film are focused on the keywords 'fashion style', 'fashion trend', or 'PPL (product placement)'. In film studies, however, the costumes should be observed from the point of view as semiosis, not as fashion, in other words, from the angle of symbol, icon and index. And the meaning and the process of the communication, which that produce, should be pointed out. It could expose, that costumes play one of the key roles for the developing of narratives and the creating of characters in film. Therefore, this study's aim is to examine the semiosis of costumes in film and to analyse the dress code, dress plot, and dress message in (1990) by Garry Marshall. But this work does not try to indicate the problems of the film-semiotics or to intensify the concept of the semiotic terminology. Thus, this study attempts to approach the theme of costumes in film from the perspective of the semiosis and its meaning process. With this, it has been proved, that semiotic systems are in hiding beyond the conventional forms of cinematic costumes and its natural harmony with characters.

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