• Title/Summary/Keyword: advertising platform

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Development of Coupon based Earnings Model in Smart Phone Game Market (스마트 폰 게임시장에서 쿠폰을 기반으로 한 수익 창출 프레임워크 개발)

  • Bae, Gook Jea;Lee, Jun Young;Kim, Soo Kyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.19-28
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    • 2014
  • This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.

A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.

PR-Management and Branding of Media Channels with the Application of Social Networks

  • Shalman, Tatiana;Dobrianska, Viktoriia;Kokhan, Marianna;Pletsan, Khrystyna;Humenchuk, Anatolii
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.70-76
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    • 2021
  • The relevance of intelligence involves the definition of such communication systems of PR-management and branding of media channels with the use of social networks, which are already implemented in practice by modern representatives of professional PR product. The purpose of the investigation is to determine the system of implementation of technologies of PR-management and branding of media channels with the use of social networks based on a survey of PR and brand of different media channels on the basis of a survey of brand managers and PR. 980 respondents from Ukraine took part in the survey. The survey was conducted on the Google-forms platform. The results outline a list of the most popular social networks and messengers for the implementation of PR management and branding technologies, including Facebook, Twitter, Google, LinkedIn, Tumblr; Telegram, WhatsApp, Viber, Skype. It is determined that the criteria of branding analysis are informativeness, centralization/distribution, content, feedback intensity. Identified 2 prospects for the development of branding in an interactive media environment (creation of a presentation system; integration of websites of social media and companies in universal centers). The criteria of general importance of the factors influencing the behavioral intention of consumers to use social media channels are presented (satisfaction, accessibility, perceived usefulness, trust, ease of use, attitude, social influence, self-efficacy). The meaning of the content of social media channels (public, informational and communication) is indicated. The practical significance of the study was to present the links between the criteria, development prospects and the values of branding factors.

Mediation Roles of Goal Types and Emotion in the Effects of Social Identity-Based Self-Discrepancy Type on Compensatory Consumption

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.12 no.6
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    • pp.75-88
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    • 2021
  • Purpose: This research aimed at exploring the functions of consumers' perceiving approach and avoidance roles and their feeling anger and disgust in the effect of the two types of self-discrepancy at social identity such as the ideal self-discrepancy and the ought self-discrepancy on within-self domain versus across-self domain consumption. Research design, data, and methodology - This study divided the self-discrepancy group into the ideal self-discrepancy and the ought self-discrepancy group as experimental groups for empirical study. Self-discrepancy type between-subjects design was used to develop two types of questionnaire according to the type of experimental groups. The platform, 'questionnaire stars' of 'WeChat' in China was used to collect 103 data from the ideal self-discrepancy group and 102 from the ought self-discrepancy group for empirical study. T-test and the structural equation model in Amos 21 were used to verify hypotheses developed through theoretical review. Results - First, ideal self-discrepancy positively affected the role-approaching goal and anger. Second, ought self-discrepancy positively affected the role-avoiding goal and disgust. Third, the role-approaching goal and anger positively influenced on the within- versus across- domain consumption. Fourth, the disgust negatively influenced on the within- versus across- domain consumption, however the role-avoiding goal did not influence on the consumption. Fifth, there was the mediation roles of anger (disgust) in the effects of ideal (ought) self-discrepancy on the consumption. Conclusions - When consumers feel anger at the ideal self- discrepancy induced by in-group, it is necessary for the marketers to promote their product brand used by the in-group. They should develop and advertise the messages priming the ideal self-discrepancy and the anger to increase the intent to purchase or use their product brand when the in-group members have used the brand by relating the brand to their social identity concerned with the ideal self-discrepancy. However, marketers should help consumers feel disgust by developing and advertising the messages expressing the ought self-discrepancy to lead the consumers to the place of purchasing or using their product brand when the members have used the brand based on keeping the consistence between the brand and other social identity not related to the ought self-discrepancy.

A Study on the Service Quality of Audiobook Using Revised IPA (수정된 IPA 기법을 적용한 오디오북 서비스품질에 관한 연구)

  • Lee, Tae Won;Sung, Haeng Nam;Kwon, Jin Taek
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.329-347
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    • 2021
  • Purpose The purpose of this study is to examine the review of previous studies based on audiobooks, 1) using the IPA method, we examine the quality of audiobooks that listeners perceive as important and the quality of preferred audiobooks, 2) improvement directions for activating audio content and audiobook platform, to seek ways to establish strategic plans for the audiobook market. Design/methodology/approach This study conducted and experiment using three factors(usability, information and interaction) used in web service quality(WebQual). Usability consists of the availability of time, such as the use of audiobooks for hobbies and the ease of search. Information consists of the trends of the times, topics of converation and the latest trends. Interaction consists of the proportion and depth of celebrities. After that, grid analysis was performed using the traditional IPA method and the revised IPA method. It was judged that identifying and analyzing the preference for service provision and new content was more valuable than the Performance used in the existing method. Findings According to the results of the empirical analysis, it was found that the conversation material corresponding to informativity did not affect the audiobook during the online quality analysis. It is believed that improvements can be found through content production related to entertainment, webtoons, and general common sense that can increase listeners' interest. In addition, it was found that the advertising effect of celebrities corresponding to interactivity did not affect the results of this study, which should increase the concentration and immersion of listeners by increasing the technology for audiobooks.

An investigation into the Online Sales Channels of Small Business Fashion Retailers on Portal Shopping and Fashion Shopping Malls (소상공인 패션판매업자의 온라인 판매채널 연구: 포털쇼핑몰과 패션쇼핑몰(종합물/전문몰)을 중심으로)

  • Son, Mi Young
    • Human Ecology Research
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    • v.59 no.4
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    • pp.449-463
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    • 2021
  • The aim of this study was to analyze the perceptions and entering status of small business online fashion retailers on portal shopping and fashion shopping malls. Case studies were conducted on a total of 10 research samples. The results were as follows: first, regarding the strategic factors of online fashion stores, 'price competitiveness' is important, especially in portal shopping and low-cost brands; 'product assortment' is important but not essential in all platforms; and 'differentiation' is important to continuously secure loyal customers in fashion shopping malls. Customer satisfaction leads to customer loyalty, and customer loyalty affects the sales conversion rate and brand growth of online sales channels. Factors that promoted sales activities in online sales channels were exposure, advertisements, SNS, events, special exhibitions, and events. Hindrance factors were low price competition, overheated competition, and the MD of sales channels. Second, the research samples used multiple online sales channels, including portal shopping malls and fashion shopping malls, in addition to their own malls. The selection factors were platform reputation and commission, branding, and customer inflow through exposure. Portal shopping malls were perceived as providing easy access, advertising/customer communication, exposure/search, price competitiveness, scalability, and intense competition, whereas fashion shopping malls were perceived as providing a brand image and concept, brand promotion, high commissions, difficult entry, and low profits. The factors for success in portal shopping malls were exposure/search, price competitiveness, and brand recognition, whereas the factors for success in fashion shopping malls were differentiation, brand, exposure/advertisement, product assortment, and MD.

Exploratory Study on Purchasing Fashion Products from Small Business Owners -Focusing on the Consumer Life Cycle and Purchasing Stage- (패션 소상공인 제품 구매에 대한 탐색적 연구 -소비자 생애주기와 구매단계를 중심으로-)

  • Kim, Songmee;Jang, Seyoon;Lee, Yuri;Jin, Woojune;Kim, Ha Youn
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.5
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    • pp.805-826
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    • 2022
  • This study explored the process by which consumers purchase products from small fashion business owners via online and mobile channels. In addition, group types were classified given that the purchasing process depends on the consumers' life cycle. The consumer focus group interview (FGI) was conducted on 18 participants that were divided into six groups by age, work, and children. Results revealed that first, consumer journey comprised four stages. Factors influencing need recognition were "attention to information of social media influencer," "attention to information of affiliated groups," and "repeated advertising of SME products/brands." For information searching, "exploring purchase reviews," "environment for mobile shopping information exploration," and "continuous product tracking" were important factors. Purchasing and shopping stages were affected by "price-free, improvised purchase decision" and "convenient mobile payment system and point benefits." After the purchase, "active sharing and repeated purchase when satisfied" and "blocking relationships when dissatisfied" occurred. Second, six consumer groups based on the fashion life cycle are the "Platform lover," "Influencer follower," "Trust builder," "Novelty seeker," "Convenience seeker," and "New designer supporter." Ultimately, small business owners can develop the process of planning and selling fashion products more efficiently.

A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.427-429
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    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

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Study on Impact of Metaverse's Social Presence on Perceived Value and Intention to Use (메타버스의 사회적 실재감이 지각된 가치와 사용의도에 미치는 영향 연구)

  • Minjung Kim;Mina Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.721-728
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    • 2024
  • The purpose of this study is to confirm the direct and indirect influence of the social presence of the Metaverse on intention to use. At this time, in addition to the direct effect of social presence, we attempted to examine the indirect effect on intention to use through perceived value. Perceived value was based on previous research. Perceived Enjoyment and perceived usefulness were used as positive values, and anxiety or worry perceived in the use of the Metaverse was defined as perceived risk and applied together. As a result of conducting a survey targeting college students who are the main users of Metaverse, the social presence of Metaverse had a direct positive effect on intention to use, and the mediating effects of perceived enjoyment and perceived usefulness could be confirmed. However, perceived risk did not have a significant mediating effect. Strategic implications were provided based on the results of this study, which showed that increasing the social presence of the Metaverse can enhance the intention to use it by increasing the value of the platform.

The effects and related factors of public service announcement on hand-washing (국민 손씻기 홍보사업 효과 및 관련요인)

  • Kim, Hyun-Soo;Lee, Moo-Sik;Kim, Byung-Hee;Yang, Nam-Young;Hwang, Hae-Jung;Hong, Jee-Young;Hong, Soo-Jin;Kim, Eun-Young;Kim, Young-Tek;Park, Youn-Jin;Lim, Go-Un
    • Korean Journal of Health Education and Promotion
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    • v.32 no.2
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    • pp.1-13
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    • 2015
  • Objectives: This study was conducted to investigate derived factors associated with a public service announcement on handwashing to evaluate the effect of this announcement. Methods: In early september, 1,000 persons over 19 years old was investigated by Computer Aided Telephone Interview, at last 993 persons for analysis. Outcomes were the exposure to the public service announcements on handwashing, the comprehension of this announcements, the intention of behavioral change and the practice of handwashing. Results: In particular, the proportion of exposure is more women and highly educated. The comprehension of the announcement was no statistically significant difference. The intention of behavior change showed higher in workers and understanding of the announcements. The practice of handwashing is higher in women and lower in student/unemployed. There was no difference in practice in accordance with the exposure, the comprehension and the intention of behavioral change. Conclusions: About the comprehension of the announcements and the intention of behavioral change, the effects of the public service announcements on handwashing can be very positive. But it does not affect the actual practice of hand washing. The handwashing promotion programs will have to devise a strategy and structure, operation method considering realistic and scalable platform.