The purpose of this research is to examine track suits which appear in mass media and to attempt to understand their embedded symbolism. Hence, a theoretical inquiry and case study on suit tracks were carried out. The case study was confined to the period since 2000, when sportswear emerged as a megatrend in fashion, to 2012. Occurrences of track suits in film, TV dramas, music videos, advertisements, and fashion collections were examined. Research indicated that the track suits in film or TV drama worked as items to give a change to coordination, material and decoration, so that the track suits highlighted the characters in them rather than emphasizing external factors or their own design. They were used as tools to indicate the sensual and dynamical feminine image in the rap and hip hop genres in music video. They also showed the dynamic image of modern woman via advertisements of sports brands. In the case of celebrity fashion, both inside and outside Korea, they introduced the track suits in a comfortable and sensual manner through both official and unofficial image releases. In the fashion collections, transboundary deconstructiveness was strongly expressed in terms of design, material, color, and production method. The case study in this research indicated that the symbolism in track suits was characterized as transboundary deconstruction as well as value in dynamic femininity, and products from reactionary nostalgia.
Purpose: Social networking services have been recognized as an attractive distribution channel at a time when efforts to deliver effective messages to consumers are essential amid a flood of advertisements in the multi-media era. In that sense, this study investigated the effect of the scarcity message type (limited-time vs. limited-quantity) and sender type (corporate vs. consumer) on the intention to purchase golf equipment by Instagram distribution channel. Research design, data and methodology: Data from 108 college students in their 20s and 30s with experience using Instagram were collected online through convenience sampling. A frequency analysis, exploratory factor analysis, reliability analysis, independent sample t-test, and two-way analysis of variance were performed using SPSS 23.0. Results: The results showed that limited-quantity messages induce a higher purchase intention than limited-time messages. Similarly, consumer-sent advertisements induce a higher purchase intention than corporate-sent advertisements. Further, there is no statistically significant interaction effect of the scarcity message type and sender type on the intention to purchase golf equipment. Conclusions: This study is meaningful in verifying consumers' purchase intention depending on the type of scarcity message and the type of sender in Instagram advertisements. The results yield significant implications for marketers and several directions for future research.
Pop art, an artistic trend which was actively popular centering around popularization of America in the 1960's, appears as punk style in the 1970's and as one of diversified style in the 1980's, and have co-existed in the third culture and pluralistic combination since the 1990's. The image of pop art includes complexity, familiarity and popularity as well as extension of media, and so directly influences the fashion in the end of the 20th century. Especially, sportslook show up by the virtue of rising lower cultural area such as street fashion becoming influential and change in life style, which was recreated as clothes by developing characteristics of design including style, details and colors showed in active sports wear. This study is aimed to ana analyze the image of pop art showed again in the modern fashion in the end of the 20th century and graffiti-art which was well known to the general public after the 1980's. Through this analysis, I will study characteristics of pop art showed in sportslook which is the mainstream in modern fashion and graffiti of Keith Haring. Consequently, I suggested a functional, esthetic and future-oriented sports look design which comprises the image of the graffiti-art of Keith Haring by using Design CAD(photoshop & primavision) enabling to attempt variously and to derive quickly the output of design and textile.
The purpose of this study is to examine the state of the character fashion which is worn everyday by people regardless of their sex, class, and age after the 1960's, and to look at its significance. Under the influence of mass media, TV, film, comic and popular music exercised its power over the modern living after the 1960's. Such culture has its character in youth, aspiration of wide spread and overflow of the visual image. While active life style and increase of time spent on sports and leisure created the casual trend in fashion. In addition to Pop Art leads to the usage of sign and symbol on clothes, and this created a trend called 'character fashion'. Character fashion can be divided into 'motive' and 'expression'. Motive then is segmented by the 'person' that includes an impersonated figure and 'symbol' of picture or figure with a special meaning. However, expression can be classified by 'one's belonging' which can be a sports team, school or a group. Also, by the 'message' of the phrase or letter. The meaning contained in character fashion by the various motive and expression can be classified as unisex, ego screaming, and escapism.
In recent years, digital media providing entertainment and information have become an important channel of customer experience. The aim of this study is to evaluate the effects of digital signage's characteristics on flow and brand attitudes and to verify the mediating role of pleasure in digital signage and flow. The stimuli were developed for a sports brand stores using 3D and video editing software. The survey was conducted on 544 subjects from both gender aged 20 to 49 years old, i.e. the population that constitutes the major target group for sports brands. The data collected was analyzed using IBM SPSS 24.0. Specifically, frequency analysis, factor analysis, reliability analysis, t-test, and regression analysis were performed on the data. Based on the results, we can draw the following conclusions; First, the dimension of digital signage was classified into aesthetic and functional attributes. Additionally, we found out that women highly value aesthetic attributes of digital signage while the customers in their 40s pay more attention to functional attributes than their counterparts aged 20-30 years. Second, our results suggest that pleasure has a mediating effect in the relationship between digital signage attributes and flow; specifically, both sub-dimensions of digital signage features (aesthetic attributes and functional attributes) affect flow by means of pleasure. Third, our results demonstrated that the flow of digital signage had a significant impact on brand attitudes.
International Journal of Advanced Culture Technology
/
v.10
no.3
/
pp.253-262
/
2022
The purpose of this study is to investigate the influence of golf participants' major hitting factors on their consumption behavior characteristics and golf consumption behavior. To achieve this objective, the study subjects were set as the population aged 20 years or older who use golf courses and driving ranges in Gwangju Metropolitan City and Jeollanam-do, and then 158 males and 172 females using cluster random sampling. A total of 300 persons were selected as the study subjects. The survey tool was the questionnaire method, and among the tools that had already been used to verify the reliability and validity of the questionnaire in domestic and foreign previous studies, it was reused or modified or supplemented according to the variables of this study. The collected data were winter-processed according to the purpose of analysis using the SPSS statistical program as follows. The results obtained through this process are as follows. First, it was found that the major players participating in golf had partial differences in the characteristics of golf consumption behavior. Second, it was found that the major hitters participating in golf had a partial difference in their golf consumption behavior. Third, it was found that the golf consumption behavior characteristics of golf participants partially affected the golf consumption behavior.
The purpose of this study was to investigate the success factors of sports marketing companies in Korea. Four sport marketing companies were selected as research targets. Also, several data were collected through the books, articles, related literatures, and internet. In addiction, three in-depth interviews were conducted for the qualitative study. The results of this study was as follows. First, some sports marketing companies had been successful in business with big fund. Second, they used choice and focus strategies. Third, they had strategic and careful plans, and their own know-how for the blue ocean markets. Finally, they had expanded its business market by developing various strategies through the media.
The study is intended to suggest the differentiated and subdivided indexes of the leisure fashion market and to provide the marketing strategy establishment and in-depth understanding of leisure fashion business by looking into the correlation between and among fashion involvement, clothing selection criteria and fashion information sources. This study was conducted by the questionnaire response method and the results were derived by using the SPSS 16.0 statistics program. The results of the study were as follows; 1) As a result of researching the difference between the leisure activities consumer groups and fashion involvement, there were significant differences in emotional and cognitive involvement. In the tour activity group and social activity group, emotional involvement was found to be higher than the cognitive experience while in the hobby and sports activity group, both involvements were equally as high. 2) As a result of researching the difference between the leisure activities groups and clothing selection criteria, it was found that the intrinsic and extrinsic criteria were high in the hobby and sports activity group and that the intrinsic criteria was high in the tour activity group and social activity group. 3) In the difference between the leisure activity groups and fashion information sources, it was found that media source, observation source and experience/personal source were high in the hobby and sports activity group. In addition, the experience and personal source were high in the social activity group. 4) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources, it was found that the emotional involvement, intrinsic criteria and observation source were higher in the group of females than males. 5) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources depending on the ages of leisure activities consumers, it was found that the emotional involvement and observation source were high in the group of 20-24 yrs old consumers and that the emotional involvement, intrinsic criteria and observation source were high in the group of 25-29 yrs old consumers. Also, in the group of 30-34 yrs old consumers, the emotional involvement, observation source and experience/personal source were high.
(1986) and (1987) represent the society of 1980s in which the professional baseball game was initiated to cover the irrational military culture. The love and marriage of sports players were the headlines of the media, and the yearly salary of the players was the hottest issue of conversation. The military culture is represented in the scenes where the coaches train the failures and inapt players in extreme drills. The films pinpoint the absurdity of military culture and win-at-all-costs mentality. The collapse of the dictatorial leadership at the end of the films is a metaphor for the collapse of the fifth Republic of Korea. The episodes where the players talk about contract money, and the trade of players and sports business were a new phenomenon of the 1980's. The fact that Oh Hyesung of chooses love instead of victory deals a big blow to the secular ambition for money, victory and dictatorial leadership. His option provides catharsis for an audience oppressed under military leadership and success driven ideology. On the other hand, Oh Hyesung of dies right at the moment of winning the world champion. He achieves neither love nor success. While Oh Hyesung of is a symbol of pure love and gives spiritual comfort to the audience, Oh Hyesung of gives a sense of hopelessness to the audience. Both of the two sports films reflect the representation of the 1980's but received opposing reviews from audiences.
The purpose of the study was to explore media frames and its contents regarding foreign athletes' naturalization to Korea. For data, 101 media reports from the year of 2014 to 2016 were collected and analyzed. As results, in the simple-fact-report frame, facts regarding foreign athletes' naturalization process and results of the matches were reported. In the economic frame, legitimacy of the naturalization was supported by emphasizing its benefits. In the humane-interest frame, personal history and difficulty as foreign athletes were described. In the conflict frame, negative effects by the foreign athletes' naturalization were mainly reported.. In the morality/responsibility attribution frame, Chelsey Lee's document forgery case was mostly highlighted that later issued naturalized athletes' morality and following legal actions.
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