• Title/Summary/Keyword: character marketing

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A Research on Gender Discourse of Animation Character: Focused on Female Characters of Disney Animation Frozen (애니메이션 캐릭터의 젠더 담론에 관한 연구: 디즈니 애니메이션 <겨울왕국>의 여성 캐릭터를 중심으로)

  • Oh, Dong-Il;Choi, Hye-Rim
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.613-620
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    • 2014
  • Gender Representation of animation character that is discussed in this essay is a semantic discourse that is related to communication with contemporary audience. For gender Representation of animation character, as it can be thought that linguistic elements for signification with audience are materialized, it has a significant value when it comes to communication with audience. Commercial success of Disney's feature length animation Frozen is from excellent aesthetic principles and techniques and global marketing capabilities of Disney studio. However, independent and active gender representation of Elsa and Anna in Frozen are more important commercial successful elements. Especially, Gender representation of these two characters reflects myth of women who live in this modern society so their linguistic meaning can appear affluently. That also means that those two characters have advantages, in terms of communication, that can have effective signification with contemporary audience as linguistic sign. And those advantages are signification foundation that Frozen can be commercially successful by communicating with audience all around the world.

Study of Overseas Market Orientation and Bus mess Performance in 'Feel Korea' Industry (한류산업에 있어서 해외시장지향성과 사업성과에 관한 연구)

  • Chun Tae-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.321-336
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    • 2005
  • The objective of this paper is to verify, based on the Jaworski & Kohli's previous study (1993) , relationships among top management factor, interdepartmental cooperation, intra-organizational Properties , marketing capability, environmental factor, and export Performance as factors for enhancement of export marketing as pursued by Korean media production enterprises which target overseas market centered on the 'Feel Korea' trend which is recently gaining popularity in Asian economies. This study based its theoretical framework on previous studies on market orientation. For day analysis, this study surveyed a total of 306 employees in 36 media & contents enterprises including KBS, MBC, SBS. etc. Of them, 106 subjects who were primarily engaged in marketing were utilized for final analysis. Based on the previous studies for each variables, a theoretical study model was developed. As a result, the study result was found to be consistent with the previous ones on market orientation by Jaworski & Kohli (1993).

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Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.

Images Positioning of Women's Formal Wear Brands - Tuning in the three department stores in Daejon -

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.9 no.3
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    • pp.8-21
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    • 2005
  • The purpose at this study was to analyze and to position the clothing images at women's formal wear brands carried by at least two department stores in Daejon, for providing data for a basic marketing strategy for fashion manufacturers and distributors. The results tram the study were as tallows; The brand that showed the highest classic image was 'BCBG'(83.6%), the brand that showed the highest feminine image was 'Obzee' (80.2%), the brand that showed the highest character image was 'Doho' (84.1%), and the brand that showed the highest mannish image was 'F.Station' (64.1%). On the brands image positioning map, brands, such as 'Deco', 'Mine', 'Time', and 'Anne Klein', lying on or near the point of intersection (where the vertical and horizontal axes meet) showed 4 types. They were 'smart & chic cluster', 'charming & luxury cluster', 'character elegance cluster', and 'sportive elegance cluster' that showed compound images. These clusters would be differentiated tram young casual lines by emphasizing the brands' shape and cut, higher quality fabrics and materials, and elegant and graceful colors. Analysis of target ages and tweed jacket prices for brands carried by at least two department stores showed that the target was between 23 and 50, and that the prices range from 198,000 won to 460,000 won.

A Study on the Causality of Fashion Store Choice Behavior (패션점포선택행동의 인과관계에 관한 연구 -의류쇼핑성향, 정보탐색활동, 점포이미지속성을 중심으로-)

  • Ha, Jong-Kyoung
    • Korean Journal of Human Ecology
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    • v.10 no.1
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    • pp.41-55
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    • 2001
  • The purpose of this study was to compare the characteristics for pattern by making a sort of various store choice behaviors and analysing impact both direct and indirect, which is based on the presentation of the influence of clothing store choice behavior into the causal relationship per store type against clothing shopping orientation, information search activity and store image attribution. The results was that consumers who like to the top brand's commodities, had commonly high tendency to and fro its trademark and store allegiance. Furthermore, they have usually bought something following on their inclination what they had purchased as well as the store decoration character and the marketing promotion attribute. The other consumers who prefer to the discount store's merchandises, had also high propensity and the biggest influence on buying something which were those factors; their instance shopping habit, utility-economy trait, follow the fashion character and strong circumspection tendency besides using the mass media Info., personal data and commodities' attribute.

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A Study of Jewelry Design utilizing the masterpieces Korean and masterpieces Foreign -Focus on "Park.Soo-Keun"And"Gustav Klimt","Edgar Degas" (한국과 서양의 명화를 활용한 주얼리 디자인 연구 - 박수근(朴壽根)과 구스타프 클림트 중심으로 -)

  • Oh, Ji-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.998-1003
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    • 2009
  • The world that we live is changing by postmodernism in modernism and by woman's sensitivity in man's different nature to when diversify sensitivity enemy in unionization uniformity enemy present. Jewelry design field need to set in current of naturalness society and fashion and change at these visual point. Sensitivity design and art marketing observed in market change, and ladylike sensitivity through this and individual's character in these two fields the biggest main axis confirm to grasp the flow of present social biggest market change. Wish to chose masterpieces of 2 theme that this investigator can express my sensitivity and character as also is choice, and study new sensitivity Jewelry design because grafting together this with Jewelry design.

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A Study on the Influence of Consulting Characterstic ease of use to the word-of-mouth intention and repurchase intention (컨설팅특성이 구전의도와 재구매의도에 미치는 영향연구)

  • Jo, Young-Jun;Lee, Seung-Hee
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.207-216
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    • 2011
  • This paper is for the influence of consulting character how to affect on the word-of-mouth intention and repurchase. Consulting characters consist of expertise, reliability and application. The results of this study are as follows: Firstly, Application except expertise and reliability have a positive effect on word-of mouth intention influence. Secondly, expertise and application except reliability have a positive effect on repurchase intention influence. This study shows that the company marketing performance would be greatly improved by an application of consulting experience and an expertise of consulting need.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A Study on Cultural Product Design Development -Case Study on Concept Design Development from the Cultural Factors of Gwang-Ju (문화상품 디자인개발에 관한 연구 -광주광역 문화요인에 대한 컨셉 디자인 개발 사례를 중심으로-)

  • 김혜숙
    • Archives of design research
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    • v.15 no.1
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    • pp.299-308
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    • 2002
  • Along with the increasing social concern on cultural products and corresponding policy development by government many domestic regions have been trying to establish their own cultural identity. Based on the case stuffy for Gwang-Ju, this paper provides a methodology of developing cultural products from the unique regional resource. Its scope was classified into three categories: alread-developed, regional character and regional theme products. For this purpose, marketing strategies were established for quality improvement and promotion of cultural products through analysis on the current products including a questionnaire to customers. Then, conceptual designs for each scope were developed through the five steps of "selection of items", "target customer analysis", "concept establishment", "extraction of cultural factos7" and "derivation of conceptual design". The concept establishment was based on the expression of the material characteristics, the harmony of tradition and modernity, symbolization of images and so on. The cultural factors taken into account included the natural resources, historical heritages and landmarks. Finally, several examines of the conceptual designs were illustrated for commercial products. This study could be extended further in the future by introducing potential immaterial resources into the cultural factors.

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