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A Study on the Advertising Strategy Using 'Shin Hallyu' Cultural Content for Marketing Korean Small and Medium-Sized Enterprise Products Targeting Chinese Consumers

  • Yoo, Seung-Chul;Hong, Meiling;Bian, Wen;Piscarac, Diana
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.105-117
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    • 2020
  • The "New Korean Wave" (Shin Hallyu) phenomenon, which is represented by the global popularity of BTS and director Bong Joon-ho's film "Parasite," is making the world excited. The influence of the Korean Wave is not only on politics, society, and culture, but it also has considerable economic ripple effects. We applied individual in-depth interviews with seven media and marketing experts in China to assess the changes in the impact of Korean cultural content (i.e., Hallyu content) and examine the possibility of marketing for Korean small and medium-sized enterprises (SMEs) products using Hallyu content. Considering its massive market potential, China is still an attractive target for Korean companies and is of even greater importance to SMEs, which are highly dependent on exports and lacking marketing budgets as well as a professional workforce. Korean businesses and the economy at large would get a real boost if they could penetrate the Chinese market by utilizing the strength of Hallyu content. Based on the results of the in-depth interviews, the conclusion of our study suggests the direction of advertising strategy on how Korean products can attract the minds of Chinese consumers by utilizing the Shin Hallyu. This research is a practical study that diagnoses the reality of the Korean Wave in China objectively and has excellent practical implications as it proposes methods of how SMEs should use Hallyu for their marketing strategies.

A Validity Study on Brand Identity-based Strategy Model for Culture Content's One Source Multi Use : A Case Study on (브랜드 아이덴티티 기반 OSMU 전략 모델의 타당성 연구 : <해리포터 (Harry Potter)>를 중심으로)

  • Kim, Young Jae
    • Cartoon and Animation Studies
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    • s.32
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    • pp.289-313
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    • 2013
  • According to many researches on brand management, the decision makings on brand marketing should center on the brand identity. Based on the brand management theory, Brand Identity-based OSMU Strategy has been suggested, in which the decision makings for culture content's OSMU should be focused on the brand identity of content to maximize the brand equity. In this study, the effectiveness of suggested brand identity-based OSMU strategy model is empirically studied, together with the effect on the brand equity. The study on the consumer's attitude toward the Harry Potter T-shirt with the associations of 'magic, courage and confrontation against evil' proved that consumers respond more favorably in terms of their recognition of the fit-to-content, preference and perceived quality. With this result, the positive effect of brand identity-based OSMU on consumer attitude is verified. On the other hand, the study on the effect of brand identity bearing T-shirt on brand equity did not support the hypothesis that the brand identity-based OSMU has the positive feedback effect on the brand equity of culture content. Still, while the brand equity is established through the long period of time with consumer's consistent experience on the certain culture content, the effect of brand identity-based OSMU on brand equity has a room for further discussion and research. While the ultimate goal of marketing is to create the power brand with high brand value, the further discussion on the effective culture content OSMU strategy to create a power brand is needed.

Parallel Implementation Strategy for Content Based Video Copy Detection Using a Multi-core Processor

  • Liao, Kaiyang;Zhao, Fan;Zhang, Mingzhu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.10
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    • pp.3520-3537
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    • 2014
  • Video copy detection methods have emerged in recent years for a variety of applications. However, the lack of efficiency in the usual retrieval systems restricts their use. In this paper, we propose a parallel implementation strategy for content based video copy detection (CBCD) by using a multi-core processor. This strategy can support video copy detection effectively, and the processing time tends to decrease linearly as the number of processors increases. Experiments have shown that our approach is successful in speeding up computation and as well as in keeping the performance.

Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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A Study on The Marketing Strategy Establishment for The Competitive Advantage

  • Kim, Myung-Soo
    • Journal of Global Scholars of Marketing Science
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    • v.3
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    • pp.235-251
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    • 1999
  • This research deals with the basic ideas and implementation used for developing competitive advantage in the market they serve. The market to which a company belongs is continuously evolving, not static. Therefore, the company is required to adopt a suitable strategy in the market it serves. Marketing strategy establishment requires continual adjustment in the strategy content and redirection in organizational actions to address emerging market problems and opportunities. Much of the strategic implementation is characterized by firefights aimed at solving emerging, unforeseen problems. The concept of strategy was originally introduced to provide companies with a rational means of coping with environmental changes. An old Oriental proverb said that "knowing myself and then understanding others is the best way to success". In line with the proverb, the starting point of marketing strategy establishment for the competitive advantage is to understand the activities of a company wholly. After analyzing the scope of its activities, a company has to understand the market structure, to review competitive environments, to formulate the base of the competitive strategy and to adopt differentiation strategies for obtaining the competitive advantage.

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The content Analysis on the Unit of 'Construction Technology and Environment' in the Technology.Home Economics Textbooks of Middle School Based on Elaboration Theory (정교화 교수이론에 근거한 중학교 기술.가정 교과서 '건설기술과 환경' 단원 분석)

  • Ham, Hyung-In;Kim, Ki-Yeol;Park, Wan-Shin;Kim, Ki-Soo
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.176-194
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    • 2013
  • In this research, 'Construction Technology and Environment' units in 12 different technology home economics textbooks for 1st~3rd year middle school students under the 2009 Revised Educational Curriculum and the content system of textbooks were analyzed based on Reigeluth's elaboration theory, and the following conclusions were derived. First, each of the 12 different textbooks presented the elaboration process by procedural method and composed the content system. Second, the 'Construction Technology and Environment' unit presented many 'Thought Opening' as the systematization strategy of advance learning ability, and 'Unit Summary' presented at the end of the unit as the use strategy of the summarizer was presented preponderantly. In addition, 'Learning Objective' that represents the degree of achievement of the students after learning the unit was presented most as the use strategy of the synthesizer although there are differences in terms. In all of the textbooks, 'Figure,' 'Table,' 'Diagram', and 'Explanation of Terms' were used, and particularly, in the vitalizer strategy of the cognitive strategy, overwhelmingly greater number of 'Figure's, compared with all other elements, were presented as the vitalizer strategy of cognitive strategy. Finally, 'Compensatory Learning,' and 'In-depth Study' were presented as the learner control strategy in each of the 4 different textbooks, and there was one textbook that presents the term 'Supplement Reinforcement' in which compensatory learning and in-depth learning were integrated. Third, the metaphor utilization strategy among the 7 teaching strategies of the elaboration theory was hardly used in the composition items in units of textbooks.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

A Study on the Strengths of Cultural Content Company in the Long-Tail Market: Case of Kakao-Page (문화 콘텐츠 기업의 롱-테일 시장에서의 강점에 대한 연구: 카카오-페이지의 사례를 중심으로)

  • Seo, Jeong-Woo;Park, Hyunjun
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.117-130
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    • 2020
  • This study observes the case of Kakao-Page, a webtoon and web novel company, revealing the relationship between long-tail strategy and corporate competence in the cultural content industry market. This study investigated the various expansion strategies of Kakao-Page and investigated the strength of the strategy through value, rare, inimitability, and organization the method of VRIO analysis. The biggest strength of Kakao-Page is its diverse range of products ranging from 66,000, and not only does it gain merit as a long-tail, but it also becomes the core of the vertical integration and various expansion strategy. The study points out that the ability to secure a wide range of products is essential for platform content companies seeking access to the market. Also, the need for follow-up research regarding content platforms and long-tail.

Why are We Enthusiastic about New-Tro Contents? : Differentiation Strategy for Media Content (왜 뉴트로 콘텐츠에 열광하는가? : 미디어 콘텐츠의 차별화 전략)

  • Park, Yuran;Song, Wonsook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.47-57
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    • 2022
  • Newtro is gaining popularity recently as one of the media content genres. Newtro contents are not just a restoration, but are the creations that create new values by adapting to the current situation and appealing to the nostalgia for the past. A total of 254 people participated the online survey. Result showed that users prefer Newtro content that is in the 'moderate incongruity' state with moderate novelty, rather than content that is very new or too familiar. In addition, both 'personal nostalgia' from direct past experiences and 'vicarious nostalgia' from indirect experiences were found to have a positive effect on preference for Newtro content. Finally, it was confirmed that the image of Newtro contents affected the purchase intention of Newtro contents positively. But the attitude toward Newtro contents did not. Based on these results, this study suggested the implications for the differentiation strategy of Newtro contents.

INFORMATION AND COMMUNICATION TECHNOLOGIES AS A TOOL OF STRATEGY FOR ENSURING THE HIGHER EDUCATION ADAPTABILITY TO THE DIGITAL ECONOMY CHALLENGES

  • Kholiavko, Nataliia;Popelo, Olha;Bazhenkov, Ievgen;Shaposhnykova, Iryna;Sheremet, Oleh
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.187-195
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    • 2021
  • The intensification of the processes of the digital economy development is leading to the transformation of the higher education system. Universities are forced to digitalize their own educational, research, international, marketing, financial and economic activities in order to maintain a competitive position in the global market of educational services. The purpose of the article is to study the role of information and communication technologies in the development of the higher education system and to ensure its adaptability to modern challenges of digital economy. To achieve this goal, methods of content analysis, logical generalization, systematization and a structural-functional method are used. In the article, the authors substantiate the urgency of forming a holistic strategy to ensure the adaptability of higher education to the challenges of digital economy. In the structure of this strategy, the information-technological block is singled out and described. The authors specified a set of positive synergetic effects from the introduction of modern information and communication technologies in the activities of universities. The main information threats to the digitalization of higher education related to the protection of personal data and university systems from cyberattacks and fraudulent schemes are identified. In conclusion, the authors detail the measures for the strategy implementation to ensure the adaptability of higher education to digital economy.