• Title/Summary/Keyword: advertising attitude

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How SNS Brand Personality Affect Mobile Native Ad Attitude (SNS 브랜드 성격이 모바일 네이티브 광고 태도에 미치는 영향)

  • Cha, Moon-Kyung;Lee, Hee-Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.452-464
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    • 2018
  • The purpose of this study is to identify the brand personality factors of SNS based on SNS consumers and to examine the effect of SNS brand personality factors on the recognition of mobile native ads in SNS. As a property of mobile native advertisement, research model is suggested by introducing information, reliability, entertainment, interferences, and interactivity as research variables. And SNS users were surveyed. Through the online survey, 341 copies were used for the analysis. According to the results of the analysis, five characteristics of SNS brand personality factors such as 'sincerity', 'enthusiasm', 'charm', 'practical', and 'community' were derived. Among these, 'sincerity', 'enthusiastic', and 'community' brand attributes have a positive effect on most of mobile native advertising attributes, but 'practical' brand characteristics negatively. The attractiveness of the brand was not related to the mobile native advertisement.

The Influence on Store Attitudes and Revisit Intentions of Consumers' Perception of Service Providers' Marketing Attitudes (서비스기업의 마케팅 활동에 대한 소비자의 지각이 점포태도와 재방문의도에 미치는 영향)

  • Kang, Kyoung-Soo;Hong, Soon-Bok
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.197-215
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    • 2012
  • The purpose of this study is to verify the influence on customers' experiences of products, prices, places of advertisements, staffs, and physical environments, and the impact on store attitudes and revisit intentions of the customers' experiences. For this, in this study marketing activities and store attitude factors were selected as sub-factors and the empirical analysis was carried out. As a result of the analysis, of dimensions that comprise those marketing activity factors, physical environments, prices, and places had a positive impact on store attitudes. In addition, the stores' positive attitude on hypermarkets had a positive influence on the customer's revisit intention. The results of the study suggest that hypermarkets can utilize the experiential marketing using customer experience factors as their important strategic factor through moving away from their traditional marketing activities.

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A Study on the University PR in the New Educational Environment: The Effects of Professor's teaching and communication competence on University-Student Relationship(USR) and university attitude (새로운 교육환경에서의 대학PR 연구: 교수의 수업 및 커뮤니케이션 역량이 대학-학생 관계성과 대학태도에 미치는 영향)

  • Choi, Myung-Il
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.117-123
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    • 2020
  • This study analyzed the role of University-Student Relationship(USR) was analyzed in the university PR perspectives. The teaching and communication competence of professors were selected as antecedent variables of University-Student Relationship(USR), and attitudes toward university was selected as the outcome variables. In the results, the teaching and communication competence of professors were found to have significantly positive(+) effects on the USR. In addition, the USR had significantly positive(+) effects on attitudes toward university. The theoretical and practical implications of these findings suggest that the USR should be considered in university PR perspectives. It also shows that the role of professors is not limited to educational activity and research, but important in the long-term university PR.

Problems of Usage of Earphones, PCPs on Hearing in Adolescents (청소년의 이어폰 및 음향기기 사용 실태와 문제점에 관한 연구)

  • Kim, Eun-Joo
    • Journal of the Korean Society of School Health
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    • v.22 no.1
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    • pp.107-118
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    • 2009
  • Purpose: The purpose of this study was to investigate usage of earplones, PCPs, and to give the basic data for adolescent's hearing health education. The study was a descriptive research about three factors affecting hearing loss; the knowledge and attitude about noise, the perception of hearing loss. Method: For research purposes, we conducted a questionnaire survey of 1,480 high school students in Suwon, from 27 October 2007 to 31 2007. Result: Most of the subjets used PCPs for 3-5 years, the average time of using earphones per day was 1-3 hours, awake hearing acuity decrease after using is the hearing acuity became worse some, PCPs type is MP3, use place house, listening contents ballade, disorder condition experience after using if the ear it is sick. The average of concern about hearing scored the highest 3.01${\pm}$0.54. The average of perceived susceptibility scored 3.04${\pm}$0.63 and the average of knowledge about noise scored 2.76${\pm}$0.46. The average of total knowledge and attitude about noise scored 2.93${\pm}$0.52. The average of discomfort of hearing loss(2.20${\pm}$0.63) scored higher than that fear of hearing loss(1.66${\pm}$0.30). The average of total perception of hearing loss scored 2.12${\pm}$0.67. Conclusion: At least in this study are shown in the youth earphone, PCPs used as a spare because of the seriousness of the issue, so as a result of these problems related to hearing about the youth campaign, through advertising or seriousness of the young people need them. In addition, countries also need to create policies and the support for health education, especially during the regular curriculum subjects on subjects that include teenagers in the earphone, PCPs due to problems with spare on the contents of the reservoir. The severity of hearing loss young people, prevention of hearing to protect the youth.

The Effect of Motivation for Emoticon Use on Behavior of Purchasing Paid Emoticon: Focused on Theory of Planned Behavior (이모티콘 사용동기가 유료 이모티콘 구매 행동에 미치는 영향: 계획행동이론을 중심으로)

  • Yoo, Seunghun;Park, YounJung;Kang, Hyunmin;Kim, Sungtae
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.395-404
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    • 2021
  • Emoticons used in personal messengers have already become a one of industry. In this study, we want to explore what motivations people use emoticons and how they affect to purchasing behavior. We first looked into which emoticon usage motivation influenced the attitude of emoticon purchase, and then analyzed the research model through PLS-based structural equation modeling. The result found that fashion and fun/habit factors significantly explain attitudes to emoticon purchase, and attitude, subjective norms, and perceived self-control affect to purchase intention and purchase intention predict purchase behavior. This study showed the factors affecting the purchase of emoticons through a validated model, and the results suggest what motivation factors should be included in the marketing phase and advertising.

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.133-142
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    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

Conflicts between Protected Franchise Territory and Unrestricted Delivery Trading Area

  • LEE, Soo-Duck
    • The Korean Journal of Franchise Management
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    • v.11 no.1
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    • pp.45-60
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    • 2020
  • Propose: The expansion of the delivery market in franchise business is a positive means of advertising and promotion for franchisees and contributes to substantial sales growth for stores. However, unrestricted and uncontrolled delivery sales and business activity of franchisee directly lead to encroachment of business territory between franchisees, resulting in increased operating costs of franchisees and conflicts between franchisees over rights and interests on franchise business. Moreover, in relation to the restrictions on the opening of competitors, it is incapacitating the law intent of prohibiting unfair encroachment of business territory, in the issue of the Fair Franchise Act in regard to guarantee of exclusive sales and business activity rights of franchisee. This study aims to point out major problems arising out of franchisee's infinite competition on delivery sales and business activity that are not restricted or controlled and then suggest legal supplements, policy tasks, and practical implications for improvement on the issues. Literature Review: In franchising business transactions, vertical restraints are associated with the exclusive territory establishment, control of transaction area, restriction of intangible sales and business activity of franchisee. Therefore, in the franchise business, it is necessary to take positive interpretation and application on e-commerce, the area of e-commerce, and delivery trading area and find proper and practical ways, by virtue of constructive attitude of each actor, to reduce the encroachment of business territory and various conflicts caused by unrestricted delivery trading area. Conclusion and suggestion: The finding shows that unrestricted or uncontrolled delivery sales and business activity of franchisees cause encroachment of business territory and many conflicts among franchisees. And this matters also weaken the legislation of the law on the protection of the business territory and can be negative factors that disrupt the protection of identity and sound development of the franchise industry in the long run. Therefore, in the franchise business, it is necessary to take positive interpretation and application on e-commerce, the area of e-commerce, and delivery trading area and find proper and practical ways, by virtue of constructive attitude of each actor, to reduce the encroachment of business territory and various conflicts caused by unrestricted delivery trading area.

The Effects of Brand Cultural Positioning Strategy in the Chinese Market (중국시장에서 상표의 문화적 포지셔닝전략 효과)

  • Jun, Sunkyu;Lee, Zheng Xiu
    • Asia Marketing Journal
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    • v.7 no.3
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    • pp.29-51
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    • 2005
  • The present study extends Alden et al.'s (Alden, Steenkamp, and Batra 1999) study of cultural brand positioning through advertising, in which global cultural positioning is distinguished from foreign cultural positioning and local cultural positioning. The present study explores differences in the brand personality between global cultural positioning ads and local cultural positioning ads and investigates the effect of each type of cultural positioning strategy on the brand attitude. A content analysis was conducted for the Chinese print advertisements of Korean brands in order to examine the brand personalities developed by each type of cultural positioning strategy. Substantial differences in the brand personality were not found between the cultural positioning strategies. An experiment was conducted using Chinese consumers in order to test the effect of the cultural positioning strategy on the brand attitude. The global cultural positioning was found to be more effective than the local cultural positioning in general, and the Korean cultural positioning was found to be more effective than the local cultural positioning only for the younger consumers.

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Interaction Effects of Purchase Cycle and Bundle Type on Promotion Effectiveness (제품구매주기와 번들유형이 프로모션 효과에 미치는 영향)

  • Sungmi Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.181-185
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    • 2024
  • The purpose of this research is to investigate how purchase cycle of a product and bundle frame influence consumers' responses to the bundle promotion. In order to test hypotheses of this study, we conducted an experimental study that was a 2(Purchase cyle: Long vs. Short) X 2(Bundle frame: 1+1 vs. Buy2 and 50% off) between-subjects design. The reseults of this study showed the interaction effects of purchase cycle of product and bundle frame on perceived level of discount and product attitude. Based on the results, we provide theoretical implcations to extent the existing research regarding bundling promotion. Moreover, the results of this study suggest some practical implications and a new aspect about bunle promotions.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.