• Title/Summary/Keyword: digital advertising

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The Effects of SNS Advertisement Constituents on Advertising Reliability and Purchase Intention: Focusing on Facebook (SNS 광고 구성요인이 광고 신뢰도와 구매의도에 미치는 영향: 페이스북을 중심으로)

  • Kim, Eun-Hee;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.163-172
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    • 2018
  • This study examined what constitutes the factors of the advertisement of Facebook advertisement, and what factors affect the reliability of the advertisement and the purchase intention. Data were collected from Facebook users and analyzed through exploratory factor analysis and multiple regression analysis. The results of this study are as follows: First, the factors of constituting Facebook advertisement were five factors of advertisement interest, customized information, advertisement exposure, peripheral responsiveness, and product late information. Second, it is confirmed that customized information has a statistically significant effect on ad reliability. However, ad exposure has an adverse effect on ad reliability. Third, customized information and advertising interest had a statistically significant effect on purchase intention. The results of this study have implications for the theoretical development of Facebook advertisement and the basic data for establishing Facebook advertisement strategy.

Less Informative Region Extraction for Automatically Advertisement Insertion in Sports Image (스포츠 영상 내 자동적인 광고 삽입을 위한 저정보영역 추출)

  • Jung, Jae-Young;Kim, Young-Kab
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.615-622
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    • 2015
  • Recently virtual advertising is located in an important area of interest in the TV market by convenience of application and reduction of cost. The methods of inserting a virtual advertising in broadcasting are Up-link that method insert the image through the production equipment of the broadcasting station and dispatch equipment and technical personnel in the shooting and Down-streaming that method insert a virtual image automatically in relay video using image processing technology. In recent years, the image processing technology is an important research area in the virtual advertising area for automatically insertion of advertising images. In this paper, we propose the method to extract less-informative region in sports video using image processing. The proposed method extracts less-Informative region through rectangle detection of Hough transform and analysis of color histogram distribution.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

Effect of New Cigarette Advertising Method on the Recognition of Warning Pictures (신제품 담배 광고 방식이 경고그림 인식에 미치는 영향)

  • Kim, Saehoon;Lee, Hwansoo
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.281-288
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    • 2018
  • Cigarette warning pictures are one of the most effective smoking cessation policies, and this is an effective way to promote smoking cessation by conveying the risk of smoking through pictures. However, the recent advertisement of new cigarettes in retail stores has potentially increased tobacco purchase intention by weakening the effect of the warning picture. Therefore, this study examined the problems of the new cigarette advertisement method by analyzing the effect of this method on cigarette warning pictures. For this purpose, 275 men and women were surveyed nationwide, and this study compared the cognitive and emotional effects, and purchase intentions of the new cigarette advertisements with existing advertisement methods through MANCOVA. The results show that the new cigarette advertising method affects the emotions, cognitions, and purchase intentions related to the cigarette warning pictures and have adverse effects on the original purpose of the cigarette warning pictures. This implies that regulatory standards and institutional arrangements are necessary for effective new cigarette advertising.

How Consumers Perceive Online Behavioral Advertising: Consumer Typology and Determining Factors (온라인 맞춤형 광고 인식에 따른 소비자유형 연구: 효용과 비용을 중심으로)

  • Lee, Jin-Myong;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.105-114
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    • 2015
  • This study aims 1) to identify distinctive consumer groups according to their perception of benefits and costs of Online Behavioral Advertising(OBA), 2) to explore differences among them, and 3) to investigate antecedent variables that affect the consumers' perception of OBA. Online survey data collected from 1,000 online users. The findings of this study are as follows. First, the result of cluster analysis identified four distinctive consumer groups according to the levels of perceived benefits and costs of OBA: 'Indifferent group', 'cost-centered group', 'benefit-centered group', and 'Benefit-cost balanced group'. Second, four consumer groups showed differences in their demographics, advertising related variables, privacy related variables, and technology related variables. Third, according to multinomial logistic analysis, it was found that there were different factors affecting consumers' perception of benefits and costs of OBA.

The Study on Receptive Attitude of Advertising Message Forms and Information Sources According to SNS' Type and Use Intensity (SNS 유형과 이용강도에 따른 광고 메시지 형태 및 정보원별 수용태도에 관한 연구)

  • Kim, Hwa-Dong
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.255-265
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    • 2018
  • This study investigated what kind of message forms and information sources more effect according to SNS' type and use intensity. To this end, this study did experimental analysis using collected data by survey which manufactured message forms and situational contents of information sources. According to analysis results, the effect of message forms showed difference according to SNS' type and use intensity. Realistic message showed greater effect in interest-based SNS and high use intensity. Evaluative message showed greater effect in relation-based SNS regardless of use intensity. The effect of information sources showed difference according to SNS' type. Friend or college and knower showed greater effect in relation- based SNS, and company showed greater effect in interest-based SNS. In the case of use intensity, friend or college showed the greatest effect without difference. Such results can provide a practical contribution in planning SNS advertising strategy. Future Studies need to expand survey variously into SNS and subject.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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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.

A Study on Some Examples of Special Effect in Digital Image (디지털 영상 표현에 있어 특수효과 사례에 관한 연구)

  • 이은화;이규옥
    • Archives of design research
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    • v.12 no.1
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    • pp.51-60
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    • 1999
  • Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality

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A Study of The Relationship between Consumption Value, Advertising Acceptance Attitude and Purchase Intention according to MBTI personality type - Focusing on the Consumption of Digital Products by MZ Generation

  • Jae-Woo Lee;Chang-Bae Ko
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.75-83
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    • 2024
  • The purpose of this study is to analyze the relationship between consumption value, advertisement acceptance attitude, and purchase intention according to the MBTI personality type. The results of a survey and analysis targeting the MZ generation with experience in purchasing digital products are as follows. 1.There was no difference between consumption value and advertisement acceptance attitude according to the MBTI personality type. 2. Among the consumption values, Factors of rarity value and emotional value had an effect on purchase intention. 3. Among the attitude of accepting advertisements, advertising favors, information trust and negative cognition had a positive effect on purchase intention. Accordingly, providing advertising content including information and interest about digital products is considered effective in marketing of the MZ generation, which represents flex consumption and minus-out consumption.

Analysis of Price Charge Strategies in Online Content Markets (온라인 컨텐츠 시장에서의 유료화 전략에 관한 분석)

  • Cheon, Se-Hak
    • 한국산학경영학회:학술대회논문집
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    • 2004.11a
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    • pp.4-22
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    • 2004
  • The Internet provides a new distribution channel of digital contents for conventional media firms such as newspaper, magazine and encyclopedia publishers and broadcasting companies with very low marginal production and distribution cost. In comparison to traditional offline channel, there have been various revenue models in online content markets such as advertising model, subscription model, affiliation fee model, etc. In the earlier of the Internet era, most of online content firms provided their services free in order to boost offline revenue or they depend on advertising revenue sources in lieu of attaining revenue from their contents. However, as many online content firms are confronted with many difficulties in attaining revenues from online advertising model, they began to charge their contents. This paper shows why they charge their contents and explores entry conditions when conventional firms enter online content markets. And also this paper discusses managerial implications related to pricing strategies in online content markets.

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