• 제목/요약/키워드: advertising types

검색결과 295건 처리시간 0.025초

트루뷰 동영상 광고의 스킵버튼 종류에 따른 광고 효과 (Influence of TrueView Ad Skip Buttons on Advertising Effect)

  • 김주석;정동훈
    • 한국IT서비스학회지
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    • 제18권1호
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    • pp.1-12
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    • 2019
  • The purpose of this study is to find out what type of skip button used in forced exposure advertising is the most positive to the users. The four types of skip buttons were produced for the experiment and tested by survey and eye tracker to reveal the effects of the skip buttons on perceived intrusion, advertising attention, attitude toward advertising, and memory consisting of recall and recognition. Out of 80 participants, 20 were randomly assigned to the specific type of skip button group. The results showed that there is no statistical difference in advertising attention, perceived intrusiveness and attitude toward advertising. However, the recall and recognition rate are the highest in the static text type and kinetic text, product image, and default follow statistically. This study has implications for using skip buttons as a major variable for inventory of TrueView advertising effects and suggests that the amount of information in the image is critical processed by users within very short time.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • 제7권1호
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

SNS에 게시된 관광지 사진유형에 따른 세대별 광고효과에 관한 연구 (A Study on the Effect of Advertising by Generation on the Types of Tourist Attractions Posted on SNS)

  • 임재문
    • 디지털융복합연구
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    • 제19권7호
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    • pp.71-77
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    • 2021
  • 본 연구는 지방자치단체의 SNS에 게시된 사진을 경험한 사람들을 대상으로 광고 호감도가 광고 효과에 영향을 미치는지, 사진유형(인물 유·무)과 세대에 따라 유의한 차이가 있는지를 학인 함으로 지방자치단체의 SNS 활용 방안을 제시하고자 하였다. 설문조사는 2021년 4월 1일부터 4월 16일까지 실시하였으며, 총 235부를 실증분석에 이용하였다. 분석결과, 광고 호감도는 광고효과에 영향 미치는 것으로 나타났고, 관광객이 포함된 사진이 20대에서 광고호감도가 광고효과에 보다 큰 영향을 미치는 것으로 밝혀졌다.. 이는 지방자치단체에서 SNS를 운영함에 있어 관광지에서 관광객의 사진이 게시되도록 함과 더불어 SNS에 가장 많이 접속하는 세대를 파악하고, 그 세대에 맞는 사진을 게시하도록 유도하기 위한 다양한 노력을 기울여야 할 것이다.

화장품 광고에 표현된 소구형식과 메이크업 이미지에 대한 연구 (A Study of Advertising Appeal Types and Make-up Images in Cosmetic Advertising)

  • 양수미
    • 한국패션뷰티학회지
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    • 제2권2호
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    • pp.59-70
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    • 2004
  • The purpose of this study were to find out appeal types and variation of make-up image and make-up style in cosmetics advertising. The research of this study were collected from cosmetics advertisement printed in Amole Pacific Cosmetic industry from $1970{\sim}2004$. The results were as follow: 1. A cosmetics advertisement appeal were three types. it were models and products appeal advertisement as emotional appeal, products-appeal and mixed appeal advertisement. 2. A variation of make-up image were different by the time. In the 1970s make-up were model empersis eye-line and colorful make-up were classic and active make-up image. From the 1980s various color make-up were used and persuited of individuality and started to appeal that were romantic and elegance image. In the 1990s multi-color make-up image were manish and modern used ambivalence and multi-message, and in the $2000{\sim}2004$ natural and romantic-sexy remarkable make-up image were used of new concept of beauty.

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Violation of Bans on Tobacco Advertising and Promotion at Points of Sale in Viet Nam: Trend from 2009 - 2015

  • Le, Thi Thanh Huong;Tran, Khanh Long;Phung, Xuan Son;Do, Phuc Huyen;Phan, Thuy Linh;Nguyen, Ngoc Bich;Nguyen, Xuan Lam;Le, Vu Anh;Tran, Thi Tuyet-Hanh
    • Asian Pacific Journal of Cancer Prevention
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    • 제17권sup1호
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    • pp.91-96
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    • 2016
  • Comprehensive bans on tobacco advertising and promotion were introduced through tobacco control legislation in Viet Nam, but it has been established that violations of the bans are very common. This study was conducted to explore the trend in violations of bans on tobacco advertising and promotion at points of sale in Viet Nam in the past six years and to explore any differences in the violation situations before and after the Law on Tobacco Control came into effect on 1st May 2013. Quantitative data were collected through observation of violations of the bans on tobacco advertising and promotion at points of sale in 10 provinces throughout Viet Nam in four survey rounds (2009, 2010, 2011, and 2015). Variation in violation prevalence over time was examined by chi-square test using a Bonferini method. Binary logistic regression was employed to identify the factors that may have influences on different types of violation. A level of significance of p<0.05 was used for all tests in this article. The most common form of violation was the display of more than one pack/one carton of a cigarette brand. Violation of bans on tobacco advertising increased while violations on promotion ban and on displaying tobacco decreased through time. Some factors associated with the tobacco advertising and promotion bans included surveyed years, types of points of sale, regions and areas where the points of sale were located. The enforcement of the bans did not improve even after the issuance and the enactment of the Law on Tobacco Control. This suggests that the monitoring and enforcement of bans on tobacco advertising and promotion at points of sale should be strengthened. Penalties should be strictly applied for violators as indicated in the current tobacco control legislation.

스포츠 브랜드 광고 모델과 브랜드 인지도, 자기관에 따른 소비자의 호의도에 관한 연구 (The Effects of Sports Brand Advertising Model, Brand Recognition, and Consumer Subjectivity on Consumers' Preference)

  • 백재은;황선진;전호경
    • 복식
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    • 제64권1호
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    • pp.18-30
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    • 2014
  • As economy is growing and income level is increasing, more people are pursuing relaxation and leisure in their life. As the sports market in Korea is flourishing, sports wear companies have begun to focus marketing their brand by carefully selecting advertising models in order to get more exposure for their brands. The purpose of this study was to analyze, the effects of the advertising model types had on the company's brand recognition, and consumer subjectivity on consumer's preference and purchasing intention were studied. The subjects for the study were 260 men and women in their 20~30s living in Seoul and Gyunggi province. Three-way ANOVA was conducted for the data analysis. The results showed significant interactions between the three independent variables on preference. Although there were various advertising model types due to the improvement of media, (brand advertisement employing) the well known celebrity model was more effective for raising consumer brand awareness compared to non-celebrity models.

공익광고의 메시지 프레이밍 효과 - 시간적 거리감의 조절효과 - (The Effects of Message Framing in Public Service Advertising - Moderating Role of Temporal Distance -)

  • 유명길
    • 경영과정보연구
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    • 제32권4호
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    • pp.209-225
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    • 2013
  • 본 연구는 공익광고의 메시지 프레이밍 유형이 메시지 신뢰도와 수용의도에 미치는 영향을 밝히고, 그 과정에서 시간적 거리의 조절효과를 규명하는데 그 목적이 있다. 이를 위해 본 연구에서는 공익광고의 메시지 유형을 긍정과 부정적 메시지로 분류하고, 시간적 거리를 가까운 미래와 먼 미래 두 가지 유형으로 분류하여 이들이 메시지에 대한 신뢰도와 수용의도에 미치는 영향을 실증분석하였다. 실증분석 결과, 부정적 메시지가 긍정적 메시지에 비해 더욱 높은 신뢰도와 수용의도를 보여주었으며, 시간적 거리는 메시지에 대한 신뢰도와 수용의도에 모두 유의한 조절역할을 하는 것으로 조사되었다. 본 연구의 결론에는 연구결과의 요약과 시사점, 그리고 한계점을 논의하고 미래연구에 대한 제언을 하였다.

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온라인 맞춤형 서비스 경험 과정에 관한 근거이론적 연구 (A Grounded Theory Approach to the Procedure of Customized Service Experiences)

  • 김채리;이정훈;권원진
    • Journal of Information Technology Applications and Management
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    • 제26권1호
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    • pp.39-51
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    • 2019
  • As data grows rapidly, the provision of appropriate information needed by individuals has become an area of new services, and customized services which is enabling the analysis of optimal services through collecting, storing, and analyzing personal data are emerging in many fields. However, due to the characteristics of customized services based on various information collected by customers during the use of the service, the problem of privacy infringement is raised at the same time, and many studies are being actively conducted to solve this problem. This study seeks to explore how the customer's in-depth and customized services has an impact on their customers, which has not been derived from quantitative research using the grounded theory methodology. Through this, 84 concepts, 33 subcategories, 13 Categories and paradigm models were derived. In addition, 'Understanding and acceptance of online behavioral advertising (OBA)' was derived as a core category, and finally, acceptance types of OBA were classified into 'positive acceptance type', 'indifferent type', 'calculating type', and 'active resistance type' based on the key categories. This study divides the acceptance types of online behavioral advertising through the emotions and behaviors of the consumers throughout the procedure of online behavioral advertising experiences. In addition to the statistical and quantitative information currently used for providing behavioral advertising, it provides new criteria to reflect the refinement of behavioral advertising and personal tendencies or characteristics.

초등학생의 비만예방을 위한 운동증진 광고의 유형별 설득효과 (The Persuasive Effects according to Types of Exercise Promotion Advertisements for Obesity Prevention in Elementary School Students)

  • 안경주;최명애;김병희
    • 대한간호학회지
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    • 제35권5호
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    • pp.817-828
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    • 2005
  • Purpose: This study was to identify the persuasive effects of exercise promotion advertisements for obesity prevention according to the source types( ordinary people, experts, celebrity endorsers) and advertising message types(slices of life, testimonials). Method: Gender, height, body weight, BMI, attitude toward obesity(Aob) and exercise(Aex), and intention to exercise(Iex) were collected from 626 elementary school students in a pretest. After 2 months, six advertisements type attached to a questionnaire were provided for 20 minutes and then Aob, Aex, lex, source credibility and attitude toward advertisements(Aad) were collected in posttest. Result: 1) In posttest the lex of 6 the groups increased significantly compared with that of the pretest, 2) Source credibility of the Ordinary+Testimonial group was lower than the Celebrity+Testimonial, Celebrity+Slice of life, Ordinary+Slice of life, and Expert+Testimonial groups, Aad of the Celebrity+Testimonial group was higher than the Ordinary+ Testimonial group. 3) The Main effect and interaction effect of source types and advertising message types were significant in source credibility and Aad, Conclusion: Persuasive effects of exercise promotion advertisements in elementary school students was found to be the most effective in Celebrity+Testimonial. This study suggests that selection of health education advertisements according to demographic characteristics is important to promote persuasive effects.

사용자 참여적 인터넷 광고의 사례연구 -게임성향 배너광고를 중심으로 (Case Study on User-Participatory Internet Advertising -Focused on the Game-Like Internet Banner Advertising)

  • 서미라
    • 디지털융복합연구
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    • 제10권10호
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    • pp.505-510
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    • 2012
  • 게임이 디자인 전반에 걸쳐 다양한 형태로 활용되면서 인터넷 광고의 패러다임도 변화하고 있으며, 게임을 이용하여 특정 정보나 브랜드, 캐릭터, 이미지 등을 노출시켜 사용자에게 광고의 정보를 전달하는 게임성향 배너광고를 통해 광고의 목적을 극대화하는 기업도 점점 늘고 있는 추세이다. 하지만 이러한 양적팽창에도 불구하고 클릭률 통계조사에 따르면 0.5% 이하로 낮은 클릭률을 보이고 있다[4]. 이에 본 연구는 수요가 많아지고 있는 게임성향 배너광고의 어떠한 표현요소가 사용자 뇌리에 깊은 인상을 줄 수 있으며, 사용자의 적극적이고 능동적인 인터넷 배너광고 접근을 위한 더욱 강조되어야 할 표현요소가 무엇이 있는지에 대해 실험해 보았다. 현재 인터넷을 통해 광고 중인 게임성향 배너광고를 분야별로 선별하여 7가지 항목에 의해 분석하였으며, 그 결과는 추후 게임성향 배너광고 제작 시 보다 체계적이며 효율적인 가이드라인이 될 것으로 기대한다.