• Title/Summary/Keyword: character marketing

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A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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A Study on Transmedia Storytelling Strategy of Local Government Character (지방자치단체 캐릭터의 트랜스미디어 스토리텔링 전략 연구)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.427-433
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    • 2021
  • With the support of the government and public institutions, local government characters achieved a lot of quantitative growth. However, there are very few successful cases such as strengthening local identity and revitalizing the local economy using characters. This paper presents a transmedia storytelling strategy as a way to solve the problem of local government characters. To do so, I identify the problems of the current local government characters, and analyze the preceding studies on the features and components of transmedia contents, and the principles of transmedia storytelling, to develop strategies and yielded the expected effect. The transmedia strategy of local government characters consists of a total of three stages. In the first step, the local identity is established through the development of a unique story to the region. The second step, improve attractivity by renewing character design for various individual media platforms. And lastly the third step, enhance usability by expanding interactivity based on communication and participation of development actors and the public. This paper is meaningful in that it derives a transmedia storytelling strategy from the perspective of brand marketing as a way to revitalize local government characters. Based on the conclusions drawn from this study, a follow-up study is needed to apply it to specific cases of local government characters.

A study on pop art kidult culture (팝아트적 키덜트 문화 연구)

  • Do, Kyung-Eun
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.483-493
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    • 2014
  • In a modern society where various kinds of cultures coexist, kidult culture seeking something pleasant and interesting in the adult culture has made an appearance affected by pop art. The goal of this study is to help the kidult culture carrying on the feature of pop art to promise a bright future in the consumer market and to help kidult marketing through the expansion of globalization of kidult culture goods. The first study method was to refer to the theoretical research material like theses or academic journals to analyze the feature of pop art and cultural phenomenon. The second one was to analyze media reports, TV programs, movies, and ads currently in issue about kidult cultures in news, media data, and internet materials to feel the kidult cultural phenomenon at the moment. The result of this study shows that, especially, popularity, vividness, and sense of humor and wit among the features of pop art have a great influence on the kidult culture. As a result, Firstly, We can expect a vitalization in the consumer market through qualitative and quantitative improvement of kidult consumer culture. Secondly, We should make an effort to expand kidult consumer culture by developing various kinds of culture goods for each age groups. Thirdly, Domestic companies should open up an adult consumer market with self-developed character products. Fourthly, We should make an aggressive marketing strategy for kidult culture goods in the world market in the flow of Hallyu.

A Study on the Influence of Value, Design, Price, and Recommendation on Children's Jewelry Products on the Psychological Characteristics of Consumer Purchasing (아동 Jewelry 제품에 대한 가치, 디자인, 가격, 추천이 소비자 구매의 심리적 특성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun;Park, Tae-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.75-85
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    • 2019
  • This study was intended to identify the influence of brand value, Jewelry design, recommendation, Jewelry price, recognition, and satisfaction on purchase intent and to present a marketing strategy to draw up an activation plan for the child Jewelry market. Therefore, the implications of this study are as follows: First, companies should give consumers a sense of brand value through media promotion so that consumers can recognize it. Second, companies will have to set up marketing strategies to further enhance brand value through production of limited edition products. It will also have to develop a strategy to expand the type of product by promoting the product along with the product that has been recognized. Third, companies will have to diversify their product designs and expand the range of design choices for consumers through detailed design contests for design professionals, ordinary people and housewives. Fourth, when recommending a product to an acquaintance, you should make a recommendation considering the members of the household, individuality, and taste. Fifth, the company will have to push forward the diversification of prices as well as the diversification of products. Finally, companies will have to set up marketing strategies that meet consumers' needs, such as expanding point reserves for products, hosting promotions and one-plus-won events with friends.

Analysis of Visual Attention in Bank Brand Logo using Eye-Tracking (시선추적장치를 활용한 은행 브랜드 로고의 시각적 주의집중도 분석 연구)

  • Park, Min Hee;Hwang, Mi Kyung;Kim, Chee Yong;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1210-1218
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    • 2020
  • This study selected brand logos of six South Korean and Chinese banks including KB, IBK, SH, ICBC, ABC, and SISB, conducted Eye Tracking experiment among 36 South Korean and Chinese university students(Nine male and female students, respectively), and analyzed the difference of visual attention of consumers on bank brand logo, symbol, Korean/Chinese character logo types as well as the difference of visual attention of these consumers on English logo types. Results were represented by using statistics and visualization including GAZEPLOT, HEATMAP, and visual expression. Results showed that most generally gazed logo types more often and longer than symbols when they watched bank brand logos. A slight difference was observed between both groups in terms of gazing English logo types. This study has a implication that it proposed the possibility of drawing quantitative and reliable outcomes by utilizing eye tracking device and approaching in an objective standpoint beyond a methodological aspect on bank brand logo primarily leaning over the analysis of case research or design development. Moreover, findings are expected to serve as basic data for proposing the direction of special bank brand logo design and marketing strategies.

A Study on The Characteristics of Goods Planning and Architectural Planning of Urban Style Compact Apartment in Japan - Focus on Analysis of Apartments Sold in Tokyo City - (일본 도시형 컴팩트 아파트의 상품기획 및 계획상 특정에 관한 연구 - 도쿄도내 분양실례의 분석을 중심으로 -)

  • Yoon, Dong-Sik
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.130-139
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    • 2010
  • The urban style compact apartment which appeared at the end of 1990's was developed by the decrement of household members and in compliance with a new life style. Now it has its own market as a new trend. The purpose of this study is to better understand the characteristics of urban style compact apartments based on an analysis of apartments actually sold on 2008, in order to reflect on the future directions and developments. To support a comprehensive analysis, this study considered three types of compact apartments developed by : a. major developers which own multiple well-recognized brand names, b. mid-size developers under general brand names, c. new or small-size developers specializing in compact apartments. The results from 21 urban style compact apartments could be summarized as follow; 1. Most buyers are Singles or DINKs. The single women occupy a large percentage. 2. Condition of good location is under 5 minutes walk to station and accessibility to 2 and more station. 3. Exterior of building should be harmonious to surrounding and simple, the atmosphere of entrance hall should be warm and relaxed. 4. The spatial character of unit plans are developed by the ways of connecting spaces; 1) Connecting spaces by mobile partition: flexible spaces with expansion 2) Connecting spaces by hall: well arranged spaces with excursion and extends 5. The equipments of kitchen and security are fully carefully planned.

Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.67-74
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    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.

A Comparative Study on the Discount Store Selection Behavior between the Korean and the Chinese Consumers' (한·중 소비자의 할인점 점포선택행동 비교)

  • Kim, Won-kyum;Fan, Qing-ji;Youn, Myoung-kil
    • Journal of Distribution Science
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    • v.5 no.1
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    • pp.41-56
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    • 2007
  • China has achieved the most rapid economic growth in the last 20 years, especially since its joining into WTO. Lots of world retail companies are rushing into chinese market. Especially, many discount store operators have been successfully operating and expanding their businesses. Therefore throughly understanding the character of consumers of china, basing on the careful market analysis and implementing correct marketing policies will help to promote retail enterprises' self-competitive in the market.

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Mobile phone as a fashion product: Comparing fashion behaviors in clothing and mobile phone (패션상품으로서의 모바일폰: 의상과 모바일폰에서의 패션행동 비교 연구)

  • Park, Kyungae
    • Korean Journal of Human Ecology
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    • v.22 no.2
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    • pp.329-342
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    • 2013
  • As mobile phone has acquired a status of a fashion item expressing one's character, it is necessary to understand the fashion needs for this new fashion product. The purpose of this study was to apply the fashion orientation construct developed in the clothing research field to mobile phone and explore its validity. The multi-dimensional construct of fashion orientation which most widely represented the fashion aspects was examined for the two product categories of clothing and mobile phone. Data were collected from an online questionnaire survey, and a total of 1,136 responses were analyzed. The construct structure of fashion orientation of mobile phone resulted in individuality, innovation, and fashion was different from that of clothing extracted to interest/importance, fashion/innovation, and individuality. Fashion sensitivity and an early adoption of a new product were two different dimensions in mobile phone while not separable in clothing. Despite a higher predictability of the fashion/innovation orientation of clothing on fashion orientation rather than on innovation orientation of mobile phone, innovation orientation was more important to purchase behaviors of mobile phone. The study still implies that it is valid to use clothing fashion innovative consumers for mobile phone marketing.