• Title/Summary/Keyword: market character

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Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color (온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석)

  • Shin, Ha-Na;Lee, Min-Sun;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

A Study on the Character Business Model through Storytelling Analysis of 'Dooly the Little Dinosaurus (<아기공룡 둘리>의 스토리텔링 분석을 통한 캐릭터 비즈니스 연구)

  • Ryu, Yu-Hee;Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.38
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    • pp.217-236
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    • 2015
  • Character business is generally synthetic business over the cultural barrier and it is highly estimated because it creates high added value as emotional business when emotional marketing is the hottest thing on the market lately. So, the long seller characters are regarded as important items much further. , the typical long seller character in Korea, succeeded in both the cartoon and animation with popularity and there are plenty of OSMU (One Source Multi Use) products spinning from it. Since 2000, however, the markets of comics, animation and characters have been departmentalized, and the characters which were analytically designed, have appeared. For these reasons, the characters market of is exceedingly stagnant than ever before. This is aimed at determining the reason why the characters market of is depressed focusing on the storytelling and then, displaying the innovation strategy for storytelling in .

Character Level and Word Level English License Plate Recognition Using Deep-learning Neural Networks (딥러닝 신경망을 이용한 문자 및 단어 단위의 영문 차량 번호판 인식)

  • Kim, Jinho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.4
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    • pp.19-28
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    • 2020
  • Vehicle license plate recognition system is not generalized in Malaysia due to the loose character layout rule and the varying number of characters as well as the mixed capital English characters and italic English words. Because the italic English word is hard to segmentation, a separate method is required to recognize in Malaysian license plate. In this paper, we propose a mixed character level and word level English license plate recognition algorithm using deep learning neural networks. The difference of Gaussian method is used to segment character and word by generating a black and white image with emphasized character strokes and separated touching characters. The proposed deep learning neural networks are implemented on the LPR system at the gate of a building in Kuala-Lumpur for the collection of database and the evaluation of algorithm performance. The evaluation results show that the proposed Malaysian English LPR can be used in commercial market with 98.01% accuracy.

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.

[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
    • The Korean Journal of Food & Health Convergence
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    • v.10 no.2
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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.

Roles of Christian Education for Restoring Life Crisis after Neo-Liberalism (신자유주의 이후 생명 위기와 회복을 위한 기독교교육의 역할)

  • Hong, Sungsoo
    • Journal of Christian Education in Korea
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    • v.67
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    • pp.267-299
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    • 2021
  • This study is purposed to discuss attributes and limitations of neo-liberalism and to offer some roles of Christian education corresponding neoliberalism. Neo-liberalism is an econosuperism that entrusts all things to market order, and it regards this market as utopia. It does not remain as just an economical principle, but influences all aspects in human life. Then it shows its religiosity connecting to capitalism. Every human in it is thought of as flexible workforces appropriate to neo-liberalism market. Such being the case neo-liberalsim strenghtens instrumentation in education. Then it distorts freedom and equality, and it weakens traditional values. Because of this, modern people's identity is getting to be lost and their human characters to be floated. This study discusses these things critically, and offers roles of Christian education such as founding a well balanced understanding on the Scripture against this neo-liberalsim market, restoring the essential purpose of education from instrumentation in education, and investigating and applicating a holistic human character on the basis of a Christian anthropology against this new human character of neo-liberalsim.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

A Study of consumer's behavior and classifications by advertising techniques of mobile character (모바일 캐릭터의 광고기법에 따른 타켓별 유형분류와 소비자 반응 연구)

  • 강대인;주효정
    • Archives of design research
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    • v.17 no.2
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    • pp.393-402
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    • 2004
  • The mobile advertisement has varied on lifestyle of people, who live aninformation-oriented society with portable equipment such as web phone and PDA(Personal Digital Assistant). Also, the advertising has expended mobile techniques and its application field unpredictably. The intrinsic characteristic of misdistribution, reach, and convenience in mobile advertisement add up the capacity of a location, information and individualize. This market condition leads the basic audio focused formal mobile advertisement to the new mobile Internet environment with an additional able of data communication. Moreover, the type of SMS (Short Message Service), Graphic, Wep Push, and ridchmedia, which based on music, basic graphic, voice, and letters transfer by mobile terminal and the mobile character is present inevitably correlation with pixel art and animation in 2D(Two Dimensions) techniques. Thus, this research appoints the importance and its role of mobile advertisement that is core of the business marketing in new media era. To activate mobile market, the mobile companies classify the characteristic of consumers with developed commercial use of mobile character and research their behavior to meet optimal mobile character in business.

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