• Title/Summary/Keyword: Sports Marketing Strategy

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Social curation as an advertising tool - Message strategy of fashion brand images on vertical SNS - (소셜큐레이션과 광고 - 버티컬 SNS에서 표현된 패션브랜드 이미지의 메시지 전략 -)

  • Shin, In Jun;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.498-511
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    • 2015
  • This paper examines advertising images of fashion brands in vertical social network site (SNS) from the viewpoints of message strategies. Vertical social network sites are types of social curation systems applied to social networking, where information is selected, organized, and maintained. Fashion brands communicate with consumers by presenting images on vertical SNSs, anticipating improvements in brand image, popularity, and loyalty. Those images portray content for particular brands and seasonal concepts, thus creating paths for product sales information. Marketing via SNSs corresponds to relationship marketing, which refers to long-term interrelationship and value augmentation between the company and consumer, and viral advertising, which relies on word of mouth distribution via social network platforms. Taylor's six-segment message strategy wheel, often used for analyzing viral ads, was applied to conduct a content analysis of the images. A total of 2,656 images of fashion brands advertised on Instagram were selected and analyzed. Results indicated that brand values were somewhat related to the number of followers. Follower rankings and comment rankings were also correlated. In general, fashion brands projected sensory messages most often. Acute need and rational messages were less common than other messages. Sports brands and luxury brands presented sensory messages, whereas fast fashion brands projected routine images most often. Fashion brands promoted on vertical SNSs should portray advertising images that combine message strategies

The Effect of Physical Self-concept on Sportswear Dependence and Psychological Happiness (신체적 자기개념이 스포츠웨어 의존성 및 심리적 행복감에 미치는 영향)

  • Kim, Hyunsook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.6
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    • pp.1039-1055
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    • 2018
  • This study investigates the effect of physical self-concept and sportswear dependence on psychological happiness for women over 20 years of age who participate in life sports. Survey questionnaires were developed and implemented to collect data. Three hundred and thirty nine responses were analyzed to test the structural equation model using SPSS 21.0 and Amos 21. The results were as follows. First, physical selfconcept had a significant positive effect on psychological happiness and sportswear dependence mediated the relationship between them. Second, sports competence had a significant effect on psychological happiness and sportswear dependence respectively. Third, appearance satisfaction did not significantly affect psychological happiness and had a significant positive effect on sportswear dependence. Fourth, physical strength satisfaction did not affect psychological happiness and sportswear dependence. Fifth, health condition had a significant positive effect on psychological happiness and negatively influenced sportswear dependency. In conclusion, physical self-concept and sportswear dependence plays an important role in psychological happiness that requires a differentiated marketing strategy in the sportswear market.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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The Relationship among Country of Origin, Brand Equity and Brand Loyalty: Comparison among USA, China and Korea (원산지효과, 상표자산 및 상표충성 간의 관계에 관한 연구: 미국, 중국, 한국의 비교분석)

  • Ko, Eun-Ju;Kim, Kyung-Hoon;Kim, Sook-Hyun;Li, Guo-Feng;Zou, Peng;Zhang, Hao
    • Journal of Global Scholars of Marketing Science
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    • v.19 no.1
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    • pp.47-58
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    • 2009
  • The marketing environment has become competitive to an extent that requires firms to target their products at markets that span national boundaries. However, competitive clout cannot be achieved in global consumer markets unless firms thoroughly understand and adequately respond to the core values and needs of those consumers. Brand equity is one of the most important assets to a company. Especially in sportswear markets, brand equity is the crucial value added to a product by its brand name. Factors such as country of origin also influence customer's attitude towards brand equity. Therefore, this paper discusses the relationship between country of origin effect and brand equity, and how they influence consumers' loyalty for respective brands. This paper focused on the sports shoes market, because it is an increasing area of opportunity for world manufacturers. The objectives of this study were the following. (1) Test the effect of country of origin on brand equity. (2) Test how brand equity influences consumers' brand loyalty. (3) Find whether there are differences in the effects of country of origin and brand equity among the three countries. (4) Find whether there are differences in the effects of country of origin and brand equity among the different lifestyles. Based on the review of literature results, the hypotheses are concluded as the following: H1-a: Country image has positive influence on country of origin. H1-b: Product perception has positive influence on country of origin. H2-a: Perceived quality has positive effect on brand equity. H2-b: Perceived price has positive effect on brand equity. H3: Country of origin has positive effect on brand equity. H4: Brand equity has a positive impact on brand loyalty. Research model was constructed (see Fig. 1). After data analysis, the following results were concluded: sports shoes purchase behavior showed significant differences among Korean, Chinese, and American consumers for favorite brand, purchased brand, purchased place, information usage, and favorite sports games. The results of this study also extend the research of the relationship among country of origin, brand equity and brand loyalty to the sports shoes market. Brand equity was proven to have a significant relationship with brand loyalty for all countries. The factors which can influence brand equity are different for different countries. The third finding of this paper is that we identified different three lifestyles, adventurer, follower, and laggard, for Korean, Chinese and American consumers. Without the nationality boundary, seeing the emergence of a new group of consumers who have similar preferences and buy similar brands is more important. All of the consumers consider brand equity to keep their brand loyalty. Perceived price is the only factor which can influence brand equity for adventurers; brand is more important for them. The laggards were not influenced by any factor. All of the factors expect perceived price are important for the followers. Marketing managers should consider brand equity when introducing their brand into a new market. Also localization is the basic strategy that all the sports shoes companies should understand. But as a global brand, understanding the same characteristics for each country is more important to build global strategy.

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Analysis of the Standardization of Global Fashion Advertizing (글로벌 패션광고의 표준화 분석)

  • 조은영;홍병숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.7
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    • pp.882-891
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    • 1998
  • This study purported to analyze the condition of the degree standardization and types of global ads. in the multinational fashion brand corporations. The analyzed ads. were sampled from monthly magazines on same seasons in 1997. This study was done by means of checklists were modified other researcher's research measurments. Researcher counted of advertising message. Zero point meant perfect stan-dardization and 13 points meant perfect non-standardization. The types of advertising appeal were analyzed according to constituent unit's expression types. The results of the study proved that the degree of standardization was considerably high, which means that the multinational fashion brand corporations used the standardization strategy. In particular, the degree of standardization in sports wear and casual wear ads. was low compared with the degree of standardization in the other ads. Most of the global fashion ads. were composed of illustrations only. Besides, emotional appeal type was usually used in glabal fashion ads.

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A Relationship with Sports Casualwear Consumer′s Fashion life Style and information source (스포츠 캐주얼웨어 소비자의 패션 라이프 스타일과 정보원과의 관계)

  • 박경연;유태순
    • Journal of the Korean Society of Costume
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    • v.50 no.4
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    • pp.103-115
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    • 2000
  • The purpose of this study is to provide consumers with practical information for reasonable purchasing by analyzing apparel purchasing behavior. information source use, demographic differences in terms of life style patterns, moreover, to support apparel manufacturers in producing goods and making a plan by developing more effective advertisements and efficient marketing strategy, such as media strategy. This study targeted 832 men and women wearing sports casual wear. Information source is used to analyze the data and MANOVA, ANOVA. Scheffe is employed for post-inspection and demographic bases are based on the frequency of each type. The followings are the conclusions of this study : 1. In case of print media, TV, PC factor, fashion advocates and individuality advocates most frequently used information source. In case of purchasing experience factor, individuality advocates skewed higher frequency than conformity type. and then, in case of observation information use factor, individuality advocates were ranked as the highest and conformity type as the lowest. In case of human information use factor, fashion advocates and individuality advocates showed higher frequency than practical type and conformity type. 2 In case of female, Individuality advocates was ranked as the highest. In case of male, practical type and conformity type were rank as the highest. Fashion advocates ranked as the lowest in any case. 3. Individuality advocates were ranked as the highest among people aged 14 to 16, practical type among 17 to 19, conformity type among 20 to 23, conformity type among over 20. 4. Middle school students tended to be the individuality advocates, high school students the practical type, university students the practical type and the conformity type, and company workers conformity type.

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An Analysis of Difference between Importance and Satisfaction of Destination Attractiveness for Marine Sport Event using IPA Method (IPA기법을 활용한 해양스포츠이벤트 관광지 매력성에 대한 중요도와 만족도의 차이분석)

  • Mun, Sun-Ho;Kwon, Il-Kwon;Kim, Nam-Young;Hwang, Ji-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.2
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    • pp.589-600
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    • 2015
  • The purpose of this study was to verify the analysis of differences between importance and satisfaction of destination attractiveness for the national marine sports games using IPA method. By doing so, this study aimed to utilize the result of study for a practical marketing strategy in operating and establishing Korean marine sports market circumstances. The participants of this study consisted of 328 who were participated in marine sport event (yacht, fin-swimming, canoe, triathlon and so on) of 9th national marine sports games. Samples were extracted by convenient sampling method. A total 328 questionnaires were collected in this study except data which did not respond or trustless responded. In data processing, Cronbach's ${\alpha}$, frequency analysis, paired t-test and Importance-Performance Analysis were performed through SPSS 20.0. The results were as follows. First, I quadrant included Programs Multiplicity, Pamphlet, Stand preparations, Food Cleanliness, Effective Progress, Guide Know-How, Food taste. Third, II quadrant included Pre-Publicity, Internet Information, Proper Food Price, Shade Facilities, Convenient Parking, Restroom Cleanliness, Number of Restroom, Safety Facilities. Fourth, III quadrant included Entertaining Program, Number of Guide, Local Culture, Game Progress, Directional Sign. Fifth, IV quadrant included Performance Program, Well-Matched Event, View Distance, Various Food.

A Study on Prediction of Baseball Game Based on Linear Regression

  • LEE, Kwang-Keun;HWANG, Seung-Ho
    • Korean Journal of Artificial Intelligence
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    • v.7 no.2
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    • pp.13-17
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    • 2019
  • Currently, the sports market continues to grow every year, and among them, professional baseball's entry income is larger than the rest of the professional league. In sports, strategies are used differently in different situations, and the analysis is based on data to decide which direction to implement. There is a part that a person misses in an analysis, and there is a possibility of a false analysis by subjective judgment. So, if this data analysis is done through artificial intelligence, the objective analysis is possible, and the strategy can be more rationalized, which helps to win the game. The most popular baseball to be applied to artificial intelligence to analyze athletes' strengths and weaknesses and then efficiently establish strategies to ease the competition. The data applied to the experiment were provided on the KBO official website, and the algorithms for forecasting applied linear regression. The results showed that the accuracy was 87%, and the standard error was ±5. Although the results of the experiment were not enough data, it would be possible to effectively use baseball strategies and predict the results of the game if the amount of data and regular data can be applied in the future.

Case Study of Appling Customer Information and Customer Management in Fashion Merchandising Process (패션머천다이징 프로세스에서의 고객정보 활용 및 고객관리에 관한 사례 연구)

  • Ko Eun-Ju;Yun Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.5 s.153
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    • pp.788-799
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    • 2006
  • The purpose of this study was to analyze fashion merchandising process, to apply customer information in merchandising process and to examine customer management strategies of fashion industry in on-line and off-line channel. In depth, face to face interviews with structured questionnaires were conducted with MD and customer managers from selected 4 brands, one from each categories of men's, women's, casual and sports wear. Key findings of the study were as follows: First, they followed fashion merchandising process of 18 steps and collected trend information and sales data were applied to planning, selling/promoting process to plan season concept, design, and promotion activity. Second, commonly applied customer information types in fashion merchandising process were all from indirect information collected from sales data and forecasting companies. However, casual and sports wear conducted consumer monitoring activity f3r collecting customer data directly from customer participation. Third, in off-line channel, customers are segmented by amount of purchase they make in a specific time period and all the categories show high interest in valuable customers. However, only men's and woman's wear conducted promotion activities for valuable customers as a differentiated marketing strategy. In on-line channel, companies were interacting with the customers through internet web site to determine their demands. In conclusion, this study has significance in that it propose the necessity and strategy of differentiated customer management approaching by analyzing and comparing fashion merchandising activity process cases.

A Study on Success Factors of Apparel Brand (의류 브랜드의 성공 요인에 관한 연구)

  • Ko, Eun-Ju;Shin, Min-Wook;Kim, Seon-Sook
    • Korean Journal of Human Ecology
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    • v.18 no.4
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    • pp.945-958
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    • 2009
  • This study is to examine the factors affecting success of business withhigh accomplishments in customer recognition and financial aspect in the fashion industry. In addition, through survey on consumers and interviews on industry officials who concerned fashion brand, perceived success factors were compared between consumer and industry groups. This study selected a total of 20 brands, which were 5 brands per 4 categories(e.g., women, men, sports and casual wear), with high customer satisfaction and customer loyalty in consumer's perspective and high revenues, revenue growth, and profit rate in 2004 in a financial perspective. The survey on consumer group and interviews on officials in industry were conducted simultaneously. One thousand respondents were obtained from survey on consumers and 40 respondents were obtained from interviews on industry officials. Multiple regression analysis and t-test were used for data analysis via the SPSS 12.0 program. The result of this study was as following. From a consumer perspective, respondents recognized that both consumer satisfaction and brand revenues were positively related to brand factors of consumer, product and marketing. From an industry's perspective, consumer, product and marketing factors affected consumer satisfaction as a brand success factor. In comparison of perception difference in brand success factors between consumer and industry groups, industry group was more likely to concern about the importance of brand success than consumers. In addition, the consumer group perceived the most highly consumer factor as a brand success factor, followed by product and marketing and external environment factors, while industry group did in order of consumer, marketing, product, and external environment factors, which indicated significant difference in perceptions of the two groups. Through this study on consumer satisfaction to improve positive and amicable buying behavior and comparative analysis on difference of perception of consumers and industry on factorsfor financial ability and revenue increase, the foundation for strategy establishment of brand distinction in fashion industry can be provided.