• Title/Summary/Keyword: marketing

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Satisfaction of Foreign Patients on Hospital Use (외국인 환자의 국내 병원 서비스 이용 만족도)

  • Lee, Hwang;Lee, WonJae;Choi, Kwang-Il
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.322-333
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    • 2013
  • This study aimed at analyzing and understanding medical tourism patients' pattern of different countries. For this purpose it followed up the international patients who visited W hospitals for spine treatment for last 3 years. In additon, it proposed key marketing strategies for attraction of more patients in the future. Satisfaction survey for 91 foreigner hospitalized patients were conducted from year 2010 to 2011. Each country of the patients showed slightly different motivations of visiting, consumer pattern and satisfaction of medical and non medical services. The current study analyzed factors, socio-demographic characteristics, purposes of visit, duration of stay in Korea, total number of visits to Korea, companions, plan of care, reasons for choice of W Hospital, expenses for medical care, total cost of staying in Korea. The results of this study showed that patients visited Korea more frequently were more satisfied with the medical care. Patients who planned to use medical care prior to visit Korea were more satisfied. Patients who thought he/she paid reasonable medical cost were more satisfied. Invitation to familiarization tour, clarification of medical cost, and provision of high quality medical care were recommended for the higher satisfaction of foreign patients. Fostering of specialized hospitals were recommended.

Staudy on Design Management of Rosenthal AG (독일 로젠탈사(社)의 디자인매니지먼트에 대한 고찰)

  • Song, Hyun-Soo;Choi, Sung-Woon
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.102-110
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    • 2013
  • To date, the technology competence and design have been understood as the pre-requirements required in the midst of unlimited competition age. It is true that the most of the companies handle the practical or the aesthetic part of the product individually especially in the field of ceramic industry. Accordingly, it is difficult to create the identity of the company. However, the Rosental Co., Ltd in Germany had acquired the corporate identity already by means of the creative process and the design as well from the middle of 1900s and it has been reputed as a company producing the products through the unique design management. Especially, the identity of Rosental has been formed more uniquely with "jury system" verifying not the design results but the development process, independent brand marketing and the experimental mind such as the collaboration with the pure artists. Especially, the participation of the artists to the design development enables to evaluate the ceramic products not only as the simple products for daily life but also as the luxury goods for appreciation and collection. In addition, Rosental shows that the corporate identity may be created not only with the products simply but also completed with the internal external factors of the company through design management skill.

Why Do Consumers Resist Innovative Wearable Devices? The Case of Smartwatches (사용자 선호기반 웨어러블 디바이스의 수용성 연구: 스마트워치를 중심으로)

  • Kim, Minseok;Kim, Wonjoon;Kim, Minki;Kang, Jae Won
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.523-535
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    • 2017
  • Despite consumers' increasing awareness and interests in innovative wearable devices, the sales growth has been stagnant. To analyze this phenomenon, we investigate consumer preferences for various innovative features embedded in wearable devices. Conducting conjoint analysis on smartwatches, we empirically show that the curse of innovation can occur when the consumer's expected utility from the smartwatch falls short of his/her psychological cost associated with behavior change from smartwatch usage. Therefore, our findings provide managerial implications on the R&D strategy for new technologies and more importantly on the marketing strategy easing consumers' resistance to highly innovative products.

A Study on Jewelry Industry and Design Status of Italy (이태리 귀금속 산업 및 디자인 현황에 관한 고찰)

  • 최승욱
    • Archives of design research
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    • v.12 no.2
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    • pp.65-73
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    • 1999
  • In Italy, numerous jewelry ornaments have been actively manufactured from long time ago, since Italian has been highly interested in jewelry from the ancient limes, therefor jewelry industry of Italy has been improved at an alarming pace with latest cutting-edge technology through their highly-talented artistic sense and workmanship of precious metals that have been inherited without any interruption based on the traditional history and culture. One out of five ornaments in the whole world is made in Italy, so Italy is the biggest maker to manufacture ornament made of gold, silver and precious stone recording more than 70 billion dollar of annual sales. The diversified composite factors-handmade oriented ornaments with artistic concept based on their inherited craftsmanship from generation to generation and refinedly and sensationally harmonized design -have resulted in development and mass manufacturing for ornaments. Now days the jewelry maker of Italy have actively introduced improved management know-how and international approach for marketing and made a strenuous effort to newly technology and creative design through close relationship with designers.

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Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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Research on TV Advertising in the Digital TV Environment (Digital TV 환경에서의 TV 광고 제작 연구)

  • 김종덕
    • Archives of design research
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    • v.12 no.4
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    • pp.201-209
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    • 1999
  • Feb. 11. 1997, Korean Government announced FM Radio Broadcasting and TV Terrestrial TV Broadcasting will be changed to digital format in year 2001, and all Korean Broadcasting except AM Radio and Microwave will be changed to digital format before 2010. In spite of IMF economic crisis, the Digitizing is the one of the hot issue in TV Broadcasting area. The narrow view of the Digitizing the Broadcasting is a technical development from the analogue to digital, but the extended view of it means not only the technical development but the revolution in the concept of TV and service area, relationship between sender and receiver, structure of TV Industry. Thus Digitizing the Broadcasting shifts paradigm and eventually it cause a big change in the advertising creative. The digital TV could be a very encouraging technical development for the consumers convenience because of the multiple choice in the channels and interactive services which leads us to the multimedia service through the TV . On the other hand, multimedia and multi-channel, interactivity implicate a big uncertainty and risk, This research paper is about the technical aspects and social aspects of digital TV and its influence of the marketing and TV advertising creative.

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A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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A Study on Partnership of Food Service Industry (외식프랜차이즈 본부와 가맹점간 파트너쉽에 관한 연구)

  • Lee, jung-chul;Shin, kang-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.339-342
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    • 2008
  • Franchisors court additional franchisees as marketing partners for continued growth in sales revenue. Competitive climate, potential franchisees have their choice of suitors and are likely to scrutinize them carefully. As this research makes, franchisors affiliated with chains that forge strong partnerships are to achieve superior performance. The chain that promises a strong partnership is more have its choice of prospective franchise partners. Developing strong partnerships can use to recruit high quality franchisees. If franchisors with to experience the benefits of a strong franchise partnership, they must be willing to work on behalf of the partnership, perform roles that may extend beyond their traditional boundaries, and resolve their disagreement to the benefit of the partnership rather than to their own benefit. Strong partnerships require sacrifices on the part of both the franchisees and franchisors. However, These sacrifices have substantial payoffs in terms of franchisor performance as well as the performance of the relationship as a whole.

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Adaptive Customer Relation Management Strategies using Association Rules (연관 규칙을 이용한 적응적 고객 관계 관리 전략)

  • Han, Ki-Tae;Chung, Kyung-Yong;Baek, Jun-Ho;Kim, Jong-Hun;Ryu, Joong-Kyung;Lee, Jung-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.84-86
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    • 2008
  • The customer relation marketing in which companies can utilize to control and to get the filtered information efficiently has appeared. It is applying data mining to build the management that can even predict and recommend products to customers. In this paper, we proposed the adaptive customer relation management strategies using the association rules of data mining. The proposed method uses the association rules composes frequent customers with occurrence of candidate customer set creates the rules of associative customers. We analyzed the efficient feature of purchase customers using the hyper graph partition according to the lift of creative association rules. Therefore, we discovered strategies of the cross-selling and the up-selling about customers.

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A study on Biz Models Through the T-DMB Total Solution Developed by the Convergence of Communication and Broadcasting Technologies (통신.방송 융합기술 지상파 DMB Total Solution 비즈 모델 연구)

  • Eun, Jong-Won
    • Journal of Satellite, Information and Communications
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    • v.6 no.2
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    • pp.15-19
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    • 2011
  • The T-DMB(Terrestrial Digital Multimedia Broadcasting) which was developed by the convergence of digital broadcasting technology and communication technology provides us with very good quality of music like CD, and provides TV services in a super express train like the KTX whose velocity is over 300 Km per hour. The T-DMB is diffusing toward the world as a technology which is be able to provide the various convergent services of broadcasting and communication through mobile phone, PDA, dedicated terminal, and so on. A business model needed for the diffusion of the T-DMB toward the world was established and utilized to expand the T-DMB into Vietnam in the paper. In addition, this paper describes not only some predicting methods for the technological valuation of the T-DMB Total Solution, but also a case study on the marketing related to establishing the T-DMB system in order to provide the paid services in Vietnam. Finally, A couple of business models needed to globally expand the T-DMB have been provided.