• Title/Summary/Keyword: Video Advertising

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Factors Influencing Consumer's Sharing Intent of Facebook Viral Advertising (소비자의 페이스북 바이럴 광고 구전의도에 영향을 미치는 요인에 관한 연구)

  • Heo, Seo-Jeong;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.28 no.3
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    • pp.53-81
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    • 2017
  • As online video advertising market grows, viral advertising is drawing attention. This study investigated factors influencing consumer's sharing intent of viral advertising each from four dimensions which are content, sender, consumer, and network. As a result, factors of persuasive intent, brand-ad image fit, perceived self-presentation, and bridging social capital were found to affect consumer's sharing intent of viral advertising. And persuasive intent of content was found to be negatively affect consumer's sharing intent. Social value and bonding social capital were not found to have significant influence on consumer's sharing intent of viral advertising. From the analysis of this result, this study suggested future research topic and academic/practical implications.

Implementation of Advertising System for N-Screen Live Streaming Service (N-스크린 실시간 방송 서비스를 위한 광고 제공 시스템 구현)

  • Choi, Yunjin;Lee, Sanggil;Jung, Byunghee
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.957-966
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    • 2014
  • N-Screen service has experienced rapid business expansion recently, since consumers' watching patterns have been diversified; also business stakeholders including broadcasting companies, internet service providers, and device manufacturers have joined this field. In order to operate N-Screen service in a stable manner, development of advertisement system where it generates continuous advertisement profit is needed. Especially for a streaming service that delivers live TV programs, the new advertising system has to deliver ads in conjunction with the live streaming system that is in use. In this paper, video advertising system that is congenial to N-Screen is proposed. Both real time video/ad converting scheme and direct video ads delivery function were developed and tested. In addition, ad contents management and statistics management functions have been developed for advertisement managers. This system was implemented in a commercial N-Screen service and it is currently being used for delivering video advertisements.

When Brand Activism Advertising Campaign Goes Viral: An Analysis of Always #LikeAGirl Video Networks on YouTube

  • Lee, Mina;Yoon, Hye Jin
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.146-158
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    • 2020
  • As one of the successful brand activism ad campaigns in recent years, the current study focuses on the Always #LikeAGirl campaign that took on the issue of girls and female empowerment. As a viral video marketing campaign with YouTube as their main vehicle for campaign dissemination, this study examined how Always brand activism campaigns spread on YouTube by conducting a network analysis of YouTube video networks generated by the #LikeAGirl campaign spanning across five campaign periods. Quantifiable data (i.e., views, comments, likes, dislikes, user-generated videos) and structural network patterns show that the Always #LikeAGirl campaign was successful by both standards. Although the follow-up campaign periods were not as successful as the initial campaign, the substantial amount of views, comments, likes, and user-generated content showed that the consecutive campaigns still had impact. As shown through the network patterns, the main campaign ads were central in the diffusion of the campaign during the earlier periods but that role was passed onto the user-generated contents in the later periods. Implications of the findings and future social network analysis studies in brand advertising and brand activism campaigns are further discussed.

A Study on Advertising Future Development Roadmap in the Fourth Industrial Revolution Era

  • Ahn, Jong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.66-76
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    • 2020
  • We The 4th industrial revolution, the core characteristics of super-intelligence, hyper-connective, and ultrareality, has been actualized. New technologies such as artificial intelligence, big data, the Internet of Things, and high-tech video have begun to be applied to media and advertising. With the introduction of new technologies in the advertising field, innovative changes in advertising types, advertising effects, advertising methods, and advertising contents are expected. Accordingly, We intends to design a future advertising roadmap development by predicting how future advertising will change and develop through future technologies in the 4th industrial revolution era. To design the roadmap, this study analyzes changes in advertising technology, consumer, and media as changes in the advertising environment in the 4th industrial revolution era, and identifies the core changing trends, advertising factors in future advertising through the Delphi Survey on experts in advertising and future fields. We identifies how the future advertising technology, types, media, effects, and fields are developed by the changes of future advertising environments, including technology, consumers, and media in the 4th industrial revolution era. Hence it is expected to help the advertising industry and experts to prepare for future changes.

A study on the sensory elements of the advertising image symbolizing sound (사운드를 심벌화한 광고 영상의 감각요소 연구)

  • Kim, HyungJoon;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.369-374
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    • 2020
  • A variety of sensory elements are used in video advertisements promoting products. Video advertising using visual and auditory elements is a representative means of marketing. The advertising video that promotes the product by using such a sensory element is imprinted on viewers by continuously or repeatedly exposing visual elements such as a logo or a specific image or phrase. Such visual images are used as an effective way to symbolize brand image effectively. If the visual elements were symbolized in the advertising images of most car brands, Kia's K5's advertising images symbolized auditory elements, or sounds, to produce K5's unique advertising images. In this paper, we compared Kia's K5 advertisement image symbolizing auditory elements with other brands' advertisement image of other companies, and studied the techniques and effects used in advertisement image production.

Contextual In-Video Advertising Using Situation Information (상황 정보를 활용한 동영상 문맥 광고)

  • Yi, Bong-Jun;Woo, Hyun-Wook;Lee, Jung-Tae;Rim, Hae-Chang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.3036-3044
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    • 2010
  • With the rapid growth of video data service, demand to provide advertisements or additional information with regard to a particular video scene is increasing. However, the direct use of automated visual analysis or speech recognition on videos virtually has limitations with current level of technology; the metadata of video such as title, category information, or summary does not reflect the content of continuously changing scenes. This work presents a new video contextual advertising system that serves relevant advertisements on a given scene by leveraging the scene's situation information inferred from video scripts. Experimental results show that the use of situation information extracted from scripts leads to better performance and display of more relevant advertisements to the user.

Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.431-438
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    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

An Analysis of the Impact of OTT Service Growth on Media Market Performance (OTT 서비스 성장이 방송산업의 시장성과에 미치는 영향)

  • Lee, Sangwon;Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.199-206
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    • 2022
  • As the OTT video service has grown, much attention has been paid to its impact on the traditional media market. This study explores how the OTT video service(measured as OTT subscription revenue, OTT advertising revenue, and Netflix effect) has impacts on the traditional media market(measured as pay TV subscription revenue, media advertising revenue, and broadcast advertising revenue), using the panel dataset with 50 countries from 2012 to 2020. For pay TV subscription revenue, OTT subscription revenue is positively associated with the revenue while Netflix and broadband diffusion have negative associations. For media advertising revenue, OTT advertising revenue is positively associated with the revenue while broadband diffusion has negative association. For broadcast advertising revenue, OTT advertising revenue is positively associated with the revenue while broadband diffusion has negative association.

Effect of Atmospheric Music and Advertising Photo on Consumers' Emotional State and Approach Behavior in Fashion Store (패션점포 내 배경음악과 광고사진이 소비자의 정서 및 접근행동에 미치는 영향)

  • Ki, Hyun-Myoung;Lee, Yu-Ri
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.3
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    • pp.39-60
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    • 2006
  • The purpose of this study is to investigate the effect of two different characteristics of music(tempo) and advertising photograph(type) in a fashion store on consumers' emotional responses and approach behavior and to suggest competitive in-store atmospheric strategies. To test the conceptual model, this study used a video simulation method. Researchers selected a fashion casual wear retail store for young people and videotaped to provide realistic store settings. Two different levels of background music(fast, slow) and advertising photograph(sexy, cheerful) were inserted into the video clip generating four stimuli. Including a stimulus for the control group, 5 video clips were created. A total of 289 subjects answered the questionnaire after viewing a two-minute video clips. The results are as follows: First, advertising photograph in a store had a significant effect on consumers' in-store emotional state, whereas musical tempo did not. Second, the effect of in-store consumers' emotional state on behavioral reponses were investigated. Results showed that consumers' positive emotional state lead to consumers' approach behavior. The results of this study indicated that background music and advertising photograph in a fashion store affected consumers' in-store emotional state, and ultimately these affected consumers' positive approach behavior. Thus retailer should try to create a pleasant store environment using effective store atmospheric factors like background music and advertising photograph.

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A study about the teaser advertising effect on a digital signage in a convenience store for viewing the original content : focusing on BGF Networks' Barter advertisement (편의점 내 디지털 사이니지 티저(Teaser) 광고가 오리지널 콘텐츠 시청에 미치는 영향 연구: BGF 네트웍스의 바터(Barter)광고를 중심으로)

  • Kim, Youn-Sung;Kim, Tae-Yang
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.233-244
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    • 2020
  • We are exposed to video content and numerous information from digital signage such as convenience stores, coffee shops, restaurants, and elevators on buses and subways 365 days. However, so far, studies have focused solely on the technical effectiveness of digital signage or the consumer experience aspect of digital signage, and little has been done on the impact of teaser advertising on the intent of viewing. Through this study, we hope that the digital signage of convenience stores will develop into a differentiated digital signage area that provides diverse video content experiences to consumers and viewers and allows them to communicate, suggesting a direction as a research that shows that digital content (video) is now recognized as a product in an environment where demand for non-face-to-face and digital content is gradually increasing in 2020 after the global COVID 19.