• 제목/요약/키워드: emotional engagement

검색결과 114건 처리시간 0.034초

출판사의 스토리텔링 마케팅 효과 연구: 페이스북을 중심으로 (Effect of Storytelling Marketing in Publishing Company: Focused on Facebook Case)

  • 배준영;오경수
    • 한국콘텐츠학회논문지
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    • 제15권10호
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    • pp.92-104
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    • 2015
  • 최근 다수의 출판사가 페이스북을 이용한 스토리텔링 마케팅에 나서고 있다. 소셜미디어 이용자 증가에 따라 페이스북이 출판사의 유용한 마케팅 수단으로 인식되고 있고, 나아가 스토리텔링이 페이스북에서 유용한 설득 기법으로 인식되고 있기 때문이다. 이에 본 연구는 페이스북 스토리텔링 유형을 에피소드 유형, 체험담 유형, 기념일 유형, 정보 유형으로 분류하고, 각 유형에 따른 인지적 반응, 감정적 반응의 차이와 구매의도에 영향을 미치는 요인을 분석했다. 연구결과 기념일 스토리텔링과 정보 스토리텔링이 에피소드 스토리텔링, 체험담 스토리텔링에 비해 인지적 반응(신뢰도, 정보성, 관여도), 감정적 반응(호감도), 구매의도에서 긍정적으로 나타났다. 나아가 스토리텔링 유형별 구매의도에 영향을 미치는 소비자 태도변인을 분석한 결과, 관여도가 가장 중요한 영향을 미치는 변인으로 나타났다. 이런 측면에서 출판사의 페이스북을 통한 스토리텔링 마케팅은 정보 스토리텔링, 기념일 스토리텔링 유형에 초점을 맞추되, 스토리를 통해 얻을 수 있는 재미와 즐거움을 도서 구매의도와 연계시키는 방안을 모색할 필요가 있다.

패션 필름의 커뮤니케이션 특성에 관한 연구 -Chanel, Prada, Kenzo, Alexander Wang을 중심으로- (A Research on the Communication Characteristics of Fashion Film -Focused on Chanel, Prada, Kenzo, Alexander Wang-)

  • 허예은;전재훈;하지수
    • 한국의류학회지
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    • 제40권2호
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    • pp.315-329
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    • 2016
  • The $21^{st}$ century is the age when the revolution of digital technology enables two-way communication and when emotional values are emphasized. Thus, it exerts influence on the fashion industry and fashion communication. Along with fashion shows, advertising and displays, many fashion brands have increased the use of fashion films. For that reason, this study examines the characteristics of fashion films made by fashion brands, based on the frame work of persuasion communication. For the research, literature reviews and internet website research were done and films of Chanel, Prada, Kenzo and Alexander Wang were analyzed. The definition and types of fashion films were redefined as terminology varied throughout previous studies prior to analyzing each case. As a result, a fashion film would be redefined as 'a digital image which a fashion brand publishes to consumers for the promotion of brand comprehension'. Also, five fashion film types, 'short film', 'campaign film', 'animation film', 'brand film' and 'show film' were redefined. The analysis provided three communication characteristics: reliability, engagement and intuition. First, reliability is attained when a fashion brand (sender) delivers brand message to consumers (receiver) consistently and unitedly. Second, engagement is attained when the type of fashion film (channel) delivers creative image features such as format, music, video technique to attract consumers' interest. Lastly, intuition is attained when a fashion brand (sender) delivers a message akin to brand identity and deepens consumers' understanding. In addition, this study tried to identify the unique usage tendency of brands that could serve as practice guidelines for other fashion brands.

South-South Collaborations: A Policy Recommendation Model for Sustainable Win-Win Infrastructure Partnerships Based on Sino - Ghana and Nigeria Case.

  • Eshun, Bridget Tawiah Badu;Chan, Albert P.C.;Oteng, Daniel;Antwi-Afari, Maxwell Fordjour
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.33-41
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    • 2022
  • Infrastructure procurement has been a major engagement route between China and Africa. This contributes immensely to the gradual infrastructure development seen on the continent. However, maturing discourse purports that these infrastructure collaborations lack intentionality in the continuous development of strategic guidelines and policies for effective implementation despite their uniqueness and criticality. This study proposes that an efficient approach to policy recommendations is through the political and economic analysis (PEA) of these partnerships using public-private partnership (PPP) optics. Unquestionably, these partnerships are representative of the concept of diplomatic transnational public-private partnership (DT-PPP) where infrastructure is procured through the collaboration of public (African governments) and private sector (Chinese state-owned corporations) who provide the managerial, financial, and technical resources for the project implementation. Given the quest for sustainable win-win, this study identifies strategies towards the realization of win-win in the implementation (i.e enablers of win-win) such that fairness and co-benefit, as well as interests, will be achieved. Thus, based on the PEA framework, case scenarios from Ghana and Nigeria using expert interviews identify the criticalities and best practices for the realization of these enablers at the development phase. Findings indicate more effort is required of the public sector (African host countries) in terms of people, structure/institutions, and the implementation processes. Recommendations include improvement of environmental management structures, contract administration procedures, external stakeholders/local community engagement mechanisms, knowledge and technology transfer procedures, and sector-based project operation and maintenance culture and systems. Additionally, actors must have emotional intelligence, good problem-solving abilities, and overall ensure cordial relationships for continued bilateral cooperation.

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멜로드라마 보는 남자들: 중년 남성의 여성 장르 시청 경험에 관한 연구 (Men Watching Melodrama: The Middle-Aged Male's Viewing Experience of Women's Genre)

  • 강승화;임영호;노태민
    • 한국언론정보학보
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    • 제58권
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    • pp.201-221
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    • 2012
  • 멜로드라마는 주로 여성 취향의 장르로 간주되었기 때문에 남성들의 멜로드라마 시청경험은 거의 주목받지 못했다. 이 연구는 젠더와 장르의 관계라는 측면에서 이들이 멜로드라마를 시청하게 된 배경과 시청방식을 살펴보았으며, 이를 위해 <웃어야 동해야>를 시청하는 중년 남성을 대상으로 심층인터뷰를 실시했다. 이들은 시청과정을 통해 자신에 내재한 여성성을 확인하게 되는데 이에 대응하기 위해서 다양한 전략을 구사하고 있는 것으로 나타났다. 구체적으로는 드라마 속의 허구적 현실에서 즐거움을 찾으면서도 이를 여성과 차별화하려 하고, 여성성을 수용하되 다양한 방식으로 합리화하려 하며, 자신의 취향이 여성적이라 불리기를 꺼려하며, 감정에 대한 자기 검열이나 멜로드라마 취향의 평가절하를 통해 거리두기를 시도하며, 드라마시청의 취향을 일상적 실천과 분리하는 등의 양상을 보여준다. 이 탐색적인 연구를 통해 중년 남성들이 멜로드라마 시청과정에서 어떻게 장르와 젠더 경계를 넘나들면서 전통적인 젠더 구분을 재구성하고 있으며, 그 과정에서 전통적인 남성 정체성이 어떻게 검열기제로 작동하는지를 확인할 수 있었다.

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스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구 (A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using)

  • 왕탁;동호;짱신단;배기형
    • 한국콘텐츠학회논문지
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    • 제22권10호
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    • pp.279-290
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    • 2022
  • 모바일 인터넷 애플리케이션의 대중화는 스마트 관광 산업의 발전을 가속화 하였다. 본 논문은 TAM과 VAM 이론을 바탕으로 복합 네트워크와 데이터 분석 방법을 통해 관광 애플리케이션 사용자의 지속적인 이용 의지의 영향 요인을 연구한다. 연구를 통해 스마트 관광 애플리케이션의 서비스 수준 및 디자인 개념의 개선이 복합 네트워크의 통합을 가속화하고 사용자의 참여를 향상시킬 수 있음을 발견하였으며, 동시에 합리적 가격 서비스 경험 가치, 편의 서비스 경험 가치, 상호작용 서비스 경험 가치, 감성적 디자인 인식, 사용 편의성 디자인 인식, 엔터테인먼트 디자인 인식 및 기타 요소는 사용자의 지속 사용 의도에 영향을 미치며 상당한 상관 관계가 있다는 것을 확인하였다. 스마트 관광 앱의 경쟁력의 근원은 편리성과 가격의 우위이다. 디자인 컨셉은 사용자의 감성적 경험과 지각적 경험에 영향을 줄 수 있으며, 스마트 관광 앱이 사용자의 만족도를 높이는 데 도움이 된다.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

홍콩 영화에 관한 고객 리뷰의 텍스트 마이닝 기반 분석: 관객 선호도의 진화 발견 (Text Mining-Based Analysis of Customer Reviews in Hong Kong Cinema: Uncovering the Evolution of Audience Preferences )

  • 손화양;이정승
    • Journal of Information Technology Applications and Management
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    • 제30권4호
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    • pp.77-86
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    • 2023
  • This study conducted sentiment analysis on Hong Kong cinema from two distinct eras, pre-2000 and post-2000, examining audience preferences by comparing keywords from movie reviews. Before 2000, positive keywords like 'actors,' 'performance,' and 'atmosphere' revealed the importance of actors' popularity and their performances, while negative keywords such as 'forced' and 'violence' pointed out narrative issues. In contrast, post-2000 cinema emphasized keywords like 'scale,' 'drama,' and 'Yang Yang,' highlighting production scale and engaging narratives as key factors. Negative keywords included 'story,' 'cheesy,' 'acting,' and 'budget,' indicating challenges in storytelling and content quality. Word2Vec analysis further highlighted differences in acting quality and emotional engagement. Pre-2000 cinema focused on 'elegance' and 'excellence' in acting, while post-2000 cinema leaned towards 'tediousness' and 'awkwardness.' In summary, this research underscores the importance of actors, storytelling, and audience empathy in Hong Kong cinema's success. The industry has evolved, with a shift from actors to production quality. These findings have implications for the broader Chinese film industry, emphasizing the need for engaging narratives and quality acting to thrive in evolving cinematic landscapes.

[Review] The Impact of Character Collaboration Product Characteristics on Brand Awareness and Purchase Intention: Focusing on F&B Products

  • Kyung Tae JANG;Senghyeon LEE;Seong-Soo CHA
    • 식품보건융합연구
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    • 제10권2호
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    • pp.1-5
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    • 2024
  • This study aims to investigate the impact of character collaboration product characteristics on brand awareness and purchase intention within the food and beverage (F&B) industry, with a special focus on Generation MZ's growing interest in such products. The methodology involves a comprehensive review of existing literature on character marketing, brand awareness, and consumer purchase intention, supplemented by case studies of successful character collaborations in the F&B sector. The findings reveal that character collaborations significantly impact brand awareness and purchase intentions, particularly among younger consumers like Generation MZ. These collaborations not only rekindle nostalgia but also introduce new and exciting consumer experiences, effectively attracting a wide demographic. The success of character-themed products, from Pokémon bread to Coca-Cola's League of Legends collaboration, underscores the strategy's effectiveness in boosting brand recognition and consumer engagement. The implications of this research are manifold for the F&B industry. Firstly, it highlights the importance of leveraging popular characters to forge emotional connections with consumers. Secondly, it suggests that product development should closely align with consumer preferences and market trends to maximize appeal. Lastly, it positions character collaboration as a strategic marketing tool that not only enhances product sales but also strengthens brand loyalty and facilitates sustained brand growth.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

부정자극 지각에 관련된 불안인과 정상인의 공간주의 비교연구 (Different mechanism of visual attention in anxious and non-anxious population)

  • 최문기;구민모;박건우;남기춘
    • 인지과학
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    • 제20권1호
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    • pp.51-77
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    • 2009
  • 많은 연구들은 부정과년 자극의 처리가 그 처리자의 정서 상태에 따라 다른 처리가 이루어진다는 것을 주장하였다. 정서 정보 지각의 특성은 크게 두 가지 가정에 의해 논의되었다: 주의 결속(attentional engagement)에서의 차이와 주의해제(attentional disengagement)에서의 차이. 본 연구는 Posner의 cue-target 실험 패러다임을 이용하여 정서 정보 지각이 일반 자극의 지각과 어떠한 위치에서 차이가 나는지를 규명하고자 하였다. 단어 자극을 사용한 실험1과 얼굴 자극을 사용한 실험 2 모두에서 기존의 Fox(2001)에서 나온 결과와는 다르게 정서 자극의 지각이 일반자극의 지각에 비해 주의 결속에서 빠른 반응을 나타냈으며, 이런 경향성은 불안 수준이 높은 피험자에게서만 관찰되었다. 또한, 불안 수준이 높은 피험자들은 일반 피험자들 보다 단서와 목표자극이 일치되는 조건에서 느린 반응을 보였다. 실험 1과 2의 결과가 이 효과와 정서의 혼입되어 나온 결과인가에 대한 통제 실험을 시행한 실험 3에서는 정서 자극 제시 없이 일치 불일치에 대한 결과만을 보았다. 실험 3의 결과는 실험 1과 2가 정서와 피험자의 정서 상태에 의한 결과임을 지지하였다. 따라서 본 연구는 불안이라는 정서 상태가 부정적인 자극에 대한 지각을 빠르게 하는 이유가 정서 자극에 대한 빠른 주의결속이 있기 때문임을 지지하고 있다.

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