• 제목/요약/키워드: Target Marketing Strategy

검색결과 184건 처리시간 0.024초

A Study on the Development of Life Sports outdoor For Community Welfare

  • KIM, Young-Chul;KIM, Jun-Su
    • Journal of Sport and Applied Science
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    • 제4권1호
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    • pp.1-7
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    • 2020
  • Sport activities of the local residents are admitted as a positive and awarding welfare. This study reviews the current status of and the way to activate life sport program on the policy level that would bring a number of effects. By reviewing related-literature review, this study presents theoretical and practical foundation regarding on the necessity for the local social welfare, organization operation, facilities, participation, leadership, and program management. Finally, the authors suggest policies for life sport development on local level below. First, in order to the function of sport for all in social welfare system, it is needed to pursue institutional changes to secure diversity in the age group which participates in sports for all. Second, connectivity in public sports facilities should be fortified. The government should develop sports program in conjunction with public sports facilities built for the interest of community members. Third, club advisors should be educated with well organized-manual and reeducated to rebuild their capacity to develop the programs and manage them if necessary. In the similar view, the policy which can check the advisor's field experience and ability should be prepared. Fourth, for economic sustainability, a profit generating project developing a target marketing strategy is required.

시력교정수술환자의 병원선택요인과 만족도 (Hospital Selection Factors and Patient Satisfaction of Refractive Surgery Patients)

  • 이구슬;손태용
    • 보건의료산업학회지
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    • 제6권4호
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    • pp.279-294
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    • 2012
  • The study compared refractive surgery patients' hospital selection factors and satisfaction, through this to see the factors influencing patients' satisfaction, aiming at 235 patients visiting two Eye hospitals. The research results are followed. First, target group's hospital selection factors appeared facilities and environment factor, reliability factor, personal service factor, and accessibility factor in the order. Second, patients' satisfaction appeared reliability factor, facilities and environment factor, and personal factor in the order. Fourth, in the result comparing patients' expectation on hospital selection and satisfaction score, all factors of facilities and environment, personal service, and reliability had high satisfaction score than expectation. Third, in the result of factors influencing refractive surgery patients' satisfaction, in surgery determination period, surgery expenditure, and hospital selection factors among characteristics relating to refractive surgery, facilities and environment, personal service, and reliability appeared as satisfaction influencing factors. In conclusion, the study found that hospital selection factors and satisfaction influencing factors by refractive surgery patients' surgery type are considered to be able to be used to establish marketing strategy in the fields excluded from insurance application, the researches to improve patients' satisfaction in patient-oriented medical market should be continuously proceeded.

Qualitative Study: The Development of Music Business Distribution Channels to Attract Potential Customers

  • Jeong-Eun PARK
    • 유통과학연구
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    • 제21권6호
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    • pp.13-20
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    • 2023
  • Purpose: This research explores the development of music business distribution channels to attract potential customers based on the current and prior literature. As a result, the research will provide solutions for practitioners in the music distribution channel how they create effective channel in new industry phase which has experienced significant changes due to technological advancement and consumer behavior. Research design, data, and methodology: To obtain textual data in the literature storage, the author conducted content analysis. Even though there are numerous textual resources, selecting only high-quality text data that is only peer-reviewed journal articles and books consistently indicate a high degree of reliability and validity to keep the advantage form content analysis approach. Results: The present study figured out that there are five strategies to attract potential consumers in the music distribution channel, such as (1) 'Marketing Mix', (2) 'Streaming Platforms and Online Music Stores', (3) 'Brick and Mortar Stores and Concerts, and Events', (4) 'Platforms Exclusives and Limited-Edition Merchandise', and 'Partnerships and collaborations. Conclusions: In sum, the practitioners need to consider include building relationships with the fans, studying and understanding their target market, utilizing multiple available distribution channels, embracing new technologies, and analyzing the effectiveness of the adopted distribution channels.

인천한류관광콘서트 방문객의 소비지출 패턴 및 경제적 파급효과 (Expenditures Patterns by Korean Wave Event Audiences and Economic Impact of Direct Spending on a Inchoen City)

  • 유창근
    • 한국콘텐츠학회논문지
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    • 제12권8호
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    • pp.399-410
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    • 2012
  • 본 연구의 목적은 한류관광의 대표적인 스페셜이벤트인 인천한류관광콘서트에 대한 외래관광객의 소비 지출 패턴을 규명하고 그로인해 창출되는 경제적 파급효과를 분석하는 것이다. 자료는 2011년 인천한류관광콘서트에 관람한 외래관광객을 대상으로 설문조사를 실시하였다. 지출의 패턴은 토빗모형을 설정하여 분석 하였으며, 경제적 파급효과는 인천지역의 관광유발계수를 적용하여 산출하였다. 분석결과, 인구통계적 특성, 국적, 만족도 등 지출에 영향을 미치는 결정요인들은 선택된 지출 항목별로 다양하게 표출되었으며 경제적 파급효과는 투입된 비용보다 상회하는 효과를 나타내고 있다. 따라서 지출패턴에 따라 한류관광콘서트에 대한 경제적 파급효과를 극대화 시킬 수 있는 전략을 수립하는데 중요한 기초자료가 될 수 있을 것이다.

융복합 아파트 브랜드 이미지가 브랜드 애호도에 미치는 영향에 관한 연구 : 소비자-브랜드 관계품질의 매개효과를 중심으로 (A Study on the Influence of Convergence Apartment Brand Image on Brand Loyalty : The Consumer-Brand Relationship Quality on the Mediating Effect)

  • 황동룡;이승희
    • 디지털융복합연구
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    • 제13권10호
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    • pp.235-243
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    • 2015
  • 현대인들이 브랜드와의 관계에 선호하는 것은 전통과 공동체가 무너짐에 따라 안정적인 대상이 없기 때문이며, 대중들은 이때 발생하는 심리적인 공허함을 소비자와 브랜드의 관계를 통하여 채워나감으로써 빠르게 변화하는 세상에서 안정된 심리상태를 유지할 수 있게 되는 것이다. 본 연구는 융복합 아파트 브랜드가 브랜드 애호도에 미치는 영향관계에서 관계품질의 매개효과를 분석하는 것이다. 분석의 결과는 다음과 같다. 첫째, 브랜드의 이미지가 애호도에 정(+)의 영향을 미치는 것으로 나타났다. 둘째, 브랜드의 이미지가 관계품질에 정의(+)의 영향을 미치는 것으로 나타났다. 셋째 관계품질 소비자-브랜드가 브랜드 이미지와 애호도에 매개될 것이다. 연구결과로 아파트 건설사들이 소비자에게 느끼는 브랜드 이미지와 애호도와의 영향관계와 소비자 관계품질의 매개효과 결과로 마케팅 전략을 효율적으로 집행할 수 있고 이에 따른 전략도 추구할 수 있다.

웹사이트 디자인의 시각적 요소와 유용성이 성과에 미치는 영향에 관한 연구 (A Study on the Effects of Visual Aesthetics and Usability of Web Site Design on their Performance)

  • 김승경;이재관
    • 한국경영과학회지
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    • 제32권2호
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    • pp.17-40
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    • 2007
  • Most research on web site design has focused on technological factors, while visual aesthetic factors have been considered less important. In contrast, this study focuses on visual aesthetic factors in web site design. Findings of this study can be summarized as follows : (1) The result of SPSS-factor analysis shows that there are 3 distinct factors, 'classical aesthetics', 'expressive aesthetics', and 'usability' 'Classical aesthetics' and 'expressive aesthetics' can be described by visual aesthetic design, 'Visual aesthetic design' can be distinguished from 'usability'. This conceptual confusion relating to 'usability' and 'visual aesthetic design' can be clarified by these findings. (2) As a result of multiple regression analyses, 'classical aesthetics', 'expressive aesthetics', and 'usability' have a positive influence on 'interactivity' and 'web site evaluation'. This research clarifies the concepts of 'expectations' of Grier [18] and 'engagement' of Rosen and Purinton [33] as the 'interactivity' between users and web sites. Furthermore, this research suggests a valid model with high $R^2$(interactivity, 48% : web site evaluation, 68%). (3) Empirical tests show that the differences among users in 'entry point' are related to the characteristics of web sites and the personal characteristics of users. The differences among users in terms of 'scanning time' are closely related to the attitudes and evaluation tendencies of users with respect to web sites. These findings could contribute to the 'search phase' of the Faraday model [16], enabling it to be more precise and extensible. The managerial implication of this study is that customers' preferences regarding web site designs are differences, as their preferences are based on their individual characteristics. Therefore, marketing managers should consider promotional tools on web sites that are relevant to the target market. An optimal strategy for web design could be a carefully-selected combination of factors that are relevant to the 'interactivity' and 'evaluation' of web sites. Additionally, if marketing managers want to attract more favorable attitudes and more affirmative evaluations from users, web sites should be designed so that they are understood more quickly by users. finally, this study suggests that 'good design' for web sites depends on understanding how to attain the appropriate balance between 'classical aesthetics' and 'expressive aesthetics', based on the target customer.

데이터마이닝을 활용한 동적인 고객분석에 따른 고객관계관리 기법 (Customer Relationship Management Techniques Based on Dynamic Customer Analysis Utilizing Data Mining)

  • 하성호;이재신
    • 지능정보연구
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    • 제9권3호
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    • pp.23-47
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    • 2003
  • 전통적인 고객관계관리 연구는 특정 시점에서 고객관계관리에 중점을 두어 연구되었다. 이러한 정적인 고객관계관리와 고객 행동에 관한 지식은 마케팅 관리자가 제한된 마케팅 자원을 이익의 극대화를 위해 사용할 수 있게 해주었다. 그러나 시간이 경과하게 되면 이러한 정적인 지식은 쓸모가 없어지게 된다. 그러므로 고객관계관리는 고객의 동적 특성을 반영해야 한다. 과거 고객의 구매 행위를 관찰하여 현재 또는 미래 시장의 고객을 세분화하며 구분된 고객 군집에 대해 서로 다른 마케팅 전략을 사용할 수 있다. 고객의 구매행동을 근간으로 한 고객관계관리는 수십 년 전부터 연구되어왔지만 동적인 고객관계관리에 대한 연구는 최근에 들어와서야 활발하게 진행되고 있다. 본 논문은 인터넷 상점의 고객 데이터로부터 추출된 지식과 시간 경과에 따른 고객 행동 패턴의 분석을 위해 데이터마이닝과 모니터링 에이전트 시스템(MAS)을 이용하며, 이를 통한 동적인 고객관계관리 모델을 제시한다. 이 모델은 고객이력경로에 대한 예측과 고객에게 나타나는 집단이력경로의 분석, 그리고 시간 경과에 따른 고객 군집의 변화에 대한 분석과 그에 따른 마케팅 전략 도출을 포함한다. 이 모델의 제안은 많은 온라인 소매상이 직면하고 있는 경영상의 문제를 해결하는데 유용할 것이다.

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캐릭터산업의 정책변인연구 (Analysis on elements of policy changes in character industry)

  • 한창완
    • 만화애니메이션 연구
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    • 통권33호
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    • pp.597-616
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    • 2013
  • 캐릭터산업은 저작권리를 중심으로 한 지식기반산업이면서 제조업과 서비스업의 판매가치를 촉진시키고 매출효과를 강화하는 보완재적 산업특성을 지니고 있어서 전 산업분야에 걸쳐 기능적으로 작동될 수 있는 창조경제의 핵심동력이다. 2003년부터 시작된 정부의 캐릭터관련 정책은 연관산업간의 연계효과 극대화, 국내 캐릭터의 해외진출확대, 유통구조 개선을 통한 저작권 강화, 캐릭터상품의 질적강화를 통한 산업기반 확대 등에 중점을 두었다. 이러한 정책성과로 인해, 2007년 이후, 연관콘텐츠의 성공사례가 구체화되기 시작했고, 국내외 캐릭터산업은 보다 체계적인 진화과정을 거치게 된다. 창작캐릭터의 자체적인 산업육성 노하우가 축적되고, 만화, 애니메이션, 게임, 소설, 영화, 뮤지컬 등으로 시작된 연관캐릭터가 시장세분화전략에 의해 활성화되면서 캐릭터산업의 범위 및 산업적 통계의 재설정이 요구되기 시작했다. 특히, 2009년 이후 정부는 '세계 5대 캐릭터 강국'으로의 목표를 설정하고, 글로벌 스타캐릭터 발굴, 연관산업간 네트워크 구축지원, 홍보채널 다양화 및 프로모션 강화, 라이선싱 비즈니스 활성화 등의 정책을 발굴하게 된다. 특히, 2013년을 기점으로 캐릭터를 활용한 캐릭터 체험전 등의 전시시장, 키즈카페 등의 시간관리형 캐릭터 실내테마파크, SNS의 이모티콘을 중심으로 한 디지털캐릭터 수요시장, 캐릭터 뮤지컬을 중심으로 한 공연시장 등 새로운 캐릭터시장이 지속적으로 개발되고, 기존 오프라인의 불법복제시장이 국내외적으로 대형화되면서 그에 따른 체계적인 정책대안이 필요하게 되었다. 진화하는 캐릭터 소비시장과 플랫폼 다양화 시대에 대응하여, 캐릭터산업을 활성화시키고 새로운 캐릭터디자인 및 관련 콘텐츠를 지원하기 위해서는 캐릭터산업의 정책변인을 전제로 한 전략방향의 입체적 설정이 요구된다. 지난 정부의 정책성과와 국내외 캐릭터산업의 시장현황, 그리고 진화방향을 분석하여 정책변인을 구체화시키면 다음과 같다. 현재 국내캐릭터산업의 정책변인은 플랫폼 다양화에 따른 디지털 캐릭터시장의 소비다층화, 한류중심의 캐릭터상품 융합콘텐츠화, 불법콘텐츠의 지하경제 양성화, 세분화된 시장의 수용자 편향성관리 등으로 분석되며, 이는 미국과 일본 및 유럽의 기존 캐릭터산업 강국들과는 다른 차원의 정책이슈를 발굴하게 된다. 결국 국내외시장의 연관콘텐츠 저작권계약 모델개발, 플랫폼 경제의 수익모델 다각화, 한류확대에 연계된 목표시장 추가개발, 평생캐릭터의 연령별 맞춤형 시장전략 등이 캐릭터 수요시장진화에 따른 대안으로 제시된다.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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

  • 고은주;김경훈;김숙현;이구봉;추붕;장호
    • 마케팅과학연구
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    • 제19권1호
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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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