• 제목/요약/키워드: Story Strategy

검색결과 172건 처리시간 0.03초

Storytelling and Social Networking: Why Luxury Brand Needs to Tell Its Story

  • Park, Min-Sook
    • Journal of Information Technology Applications and Management
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    • 제27권5호
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    • pp.69-80
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    • 2020
  • Recently, luxury brands are selling their products to consumers using their own direct online channels. In the online channel, marketing strategy through storytelling is needed because consumers do not have enough product experience. Therefore, luxury brands are actively utilizing social media and delivering stories includes their birth and growth. Unlike mass media, social media communicates with consumers more quickly and frequently and delivers the story of brand naturally. This study classifies luxury brands into four groups based on story recognition of luxury brands and self-esteem, and analyzes and materializes each group of the propensities of luxury brand consumption. It also tries to draw strategic implications for effective SNS advertising by analyzing narrative transportation on SNS advertising, interests in videos, and the interests in story based on these typified groups of luxury consumption. The result of the analysis shows that there is a difference in consumption propensity among consumers who were classified into four groups according to story cognition of luxury brands and self-esteem. There is also a difference in the response to narrative images through SNSs, such as narrative transportation, interests in videos, and interests in brand stories.

The Effectiveness of a Training Program based on the Social Story Strategy for Developing Self-Determination Skills among Students with Autism Spectrum Disorder

  • AL haosawi, Amal H.;Sharadqah, Maher T.
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.149-156
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    • 2022
  • The study aimed to identify the effectiveness of the training program based on the social story strategy for developing self-determination skills among students with autism spectrum disorder. The population of the study consisted of all students with autism spectrum disorder in the Desired Hope Association for People with Disabilities in Makkah Al-Mukarramah and the sample of the study consisted of (6) students. The study used the quasi-experimental approach with one group. To achieve the objectives of the study, the ARCS scale for self-determination skills was used, Hassan Al-Masry (2018). The results of the study revealed, through comparing the students' performances in their pre and post-tests regarding to the ARKS scale and through their answers on the scale, the effectiveness of the training program based on the social story for developing the skills of self-determination among students with autism spectrum disorder. The results also showed that there were statistically significant differences after applying the program when significance level was (0.001). The result came in favor of the post-test.

인삼을 활용한 문화관광콘텐츠 개발전략 (Strategy Development for Cultural Tourism Contents account to Ginseng)

  • 이익수
    • 한국콘텐츠학회논문지
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    • 제8권8호
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    • pp.206-212
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    • 2008
  • 관광콘텐츠는 관광활성화를 위한 중요한 요소임에도 불구하고, 주목받지 못하고 있어, 인삼을 활용한 문화관광콘텐츠 개발 전략을 살펴보았다. 콘텐츠 개발의 기본방향은 건강을 증진시킬 수 있다는 웰빙적인 요소와 고부가가치 상품개발이며, 개발전략은 대표적인 웰빙상품으로 스토리를 동반해야 하며, 상품을 위한 스토리가 아니라 다목적성의 성격을 띌 수 있는 콘텐츠를 개발해야 하며, 최종 상품형태를 고려하여, 실현가능한 콘텐츠를 개발해야 한다. 마지막으로 지역의 주민들에게 직접적인 이익 및 참여가 보장되어야 한다.

음식 스토리텔링의 콘텐츠 구성 전략 (Strategy for Contents Composition of Food Storytelling)

  • 송영애
    • 한국콘텐츠학회논문지
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    • 제13권7호
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    • pp.120-130
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    • 2013
  • 본 연구는 2008년 이후 본격적으로 진행되고 있는 음식과 관련된 스토리텔링에 대한 연구를 고찰하여 내용을 분석하였다. 이를 바탕으로 음식을 매개로 소비자와 소통할 수 있는 새로운 스토리의 구성 전략에 대해 논하고자 한다. 그간 스토리텔링의 연구를 살펴보면 스토리의 소재 발굴 및 필요성 강조의 연구, 스토리를 통한 음식 개발 및 관광 상품화 방안을 제시하는 연구가 주를 이루었다. 또 스토리텔링에 의한 소비자의 태도를 살펴보는 연구가 서서히 진행되고 있으나 음식 관련 스토리를 창작하기 위한 스토리의 내용 구성에 대한 연구는 전무한 실정이다. 따라서 오늘날까지 전해져 내려오는 또는 새롭게 창작된 스토리를 내용에 따라 version 1.0, 2.0, 3.0으로 나누어 분석하였으며, 최종적으로 우리가 앞으로 지향해야할 음식 스토리텔링의 새로운 version 4.0을 제시하고자 한다. 이는 음식 스토리텔링 창작 분야의 새로운 패러다임을 제공하게 될 것이다.

Storytelling Marketing Strategy based on Utopian Value

  • Kim, Jeong-Hee
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.38-44
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    • 2020
  • Storytelling plays a very important role in emotional marketing recently. Storytelling marketing emphasizes a unique story and mythical meaning of the product, rather than its practical function. This is a faithful reflection of what the Dream Society has proposed. In this article, we are researching the consumption value system, and analyze various cases focusing on a coffee advertisement. In particular, by delivering a story, we will concentrate on advertising that appeals to utopian values and discusses the actual impact that it brings. If we communicate utopian values to consumers through various stories, business effects will be maximized, which will strengthen the brand image. The originality of this paper is to discuss the theory of consumption value system positively with the concept of storytelling. Therefore, we will draw conclusions as to which orientation is most ideal for storytelling in advertising. Understanding these business models will help you build an effective marketing strategy for the Dream Society.

Full-scale tests of two-story RC frames retrofitted with steel plate multi-slit dampers

  • Javidan, Mohammad Mahdi;Nasab, Mohammad Seddiq Eskandari;Kim, Jinkoo
    • Steel and Composite Structures
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    • 제39권5호
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    • pp.645-664
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    • 2021
  • There is a growing need of seismic retrofit of existing non-seismically designed structures in Korea after the 2016 Gyeongju and 2017 Pohang earthquakes, especially school buildings which experienced extensive damage during those two earthquakes. To this end, a steel multi-slit damper (MSD) was developed in this research which can be installed inside of partition walls of school buildings. Full-scale two-story RC frames were tested with and without the proposed dampers. The frames had structural details similar to school buildings constructed in the 1980s in Korea. The details of the experiments were described in detail, and the test results were validated using the analysis model. The developed seismic retrofit strategy was applied to a case study school building structure, and its seismic performance was evaluated before and after retrofit using the MSD. The results show that the developed retrofit strategy can improve the seismic performance of the structure to satisfy a given target performance level.

제주밭담의 스토리 개발 연구 (The Case Study on the Story Development to Jeju Batdam)

  • 라정임;양성수;서현정
    • 농촌계획
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    • 제22권4호
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    • pp.195-201
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    • 2016
  • The purpose of this study is to introduce the storytelling project for conservation and improvement of rural tourism. So, in this study, the current Jeju Batdam and storytelling planning are examined and the storytelling project presented in planning is also examined. And this study propose the storytelling implementation through the case study related in jeju. Its findings are as follws: 1) Storytelling exhibits principles of narrative structure(exposition, complication, climax and falling action) in various fact, and has shown tendency to structuralize a story. 2) It can be said that storytelling is deeply related with people's associations of their inner mind. 3) In order to convey a story in a more convincing way, storytelling a naming strategy based on a rhetorical technique, which has been shown to positively influence creating unique Jeju Batdam area.

비즈니스 스토리텔링을 위한 정보 기술 요소 설계 (Designing Information Technology Components for Business Storytelling)

  • 남양희
    • Journal of Information Technology Applications and Management
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    • 제21권2호
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    • pp.1-14
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    • 2014
  • For years, businesses have realized that story can persuade customers, familiarize people with the brand or the product, inspire team members and also mean big economic value. Storytelling, however, is regarded as such area depending only on the story director or writer's creativity and thus minimum efforts have been given to information technology development for supporting business storytelling process. This study aims to review existing information technologies for both traditional and relatively new storytelling genres, and regards their implications when applied to business storytelling. As the result of the qualitative study, three kinds of business storytelling supporting system architectures-brainstorming, writing manin story, participatory storytelling-are suggested and discussions on further works are briefly mentioned.

Rumors that Move People to Action: A Case of the 2019 Hong Kong Protests

  • Kwon, K. Hazel
    • Journal of Contemporary Eastern Asia
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    • 제21권2호
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    • pp.1-12
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    • 2022
  • A good story persuades people to act. The mobilizing power of a story, however, does not necessarily rely on informational fidelity. During political unrests, word-of-mouth can intermix facts with unverified claims and emotional outrage, often transforming reality into convincing rumor stories. This rapid communication article discusses how rumor publics (dis)approve and participate in 2019 Hong Kong Protests. This survey study finds that police injustice and brutality were the predominant themes of the collected rumor stories, although some stories contained mixed views or anti-protest claims. Rumors of police injustice and brutality were associated with less negative attitudes toward the protests, especially when respondents believed the story. The relationship between rumor stories and protest participation was less obvious, except for rumors about an individual protester's whereabout. This study discusses the ways in which rumor is embedded in contentious political processes.

게임 IP를 활용한 트랜스미디어 스토리텔링 전략 연구 <워크래프트>를 중심으로 - (The Strategy of Transmedia Storytelling using the Game IP)

  • 이동은
    • 한국게임학회 논문지
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    • 제17권5호
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    • pp.143-150
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    • 2017
  • 디지털 기술은 이야기 예술을 트랜스미디어 스토리텔링으로 진화시켰다. 특히 디지털 게임은 플레이어들의 적극적인 참여와 스토리 생성에 기대어 기획 단계에서부터 트랜스미디어 스토리텔링으로의 확장을 염두하며 IP를 개발하고 있는 추세이다. 미디어 융합을 통한 스토리 확장은 플레이어에게 새로운 미디어 환경에서 의미 있는 스토리텔링을 경험할 수 있게 한다. 뿐만 아니라 콘텐츠에 대한 높은 충성도로 게임 개발사들은 비즈니스의 확장과 혁신이 가능해진다. 이에 본 연구에서는 게임 미디어를 기반으로 하는 트랜스미디어 스토리텔링 전략을 살피기 위해 20여년이 넘게 다양한 미디어로 스토리를 확장해오고 있는 IP인 <워크래프트(Warcraft)>의 사례를 통해 게임 IP를 활용한 트랜스미디어 스토리텔링 전략을 살펴보았다. 최소 8개 미디어 융합, 48개 이상의 콘텐츠를 선보인 <워크래프트>가 작품 외적으로 정전을 확장하는 방식을 분석하고 작품 내적으로 서사를 구조화하는지를 분석한 결과 <워크래프트>는 매체별 특징을 중심으로 정전에서 부족했던 스토리 보강하는 방식으로 IP를 확장하고 있음을 확인할 수 있었다.