• Title/Summary/Keyword: marketing benefits

Search Result 396, Processing Time 0.027 seconds

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
    • /
    • 2008.05a
    • /
    • pp.339-342
    • /
    • 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.

  • PDF

A Comprehensive review of raisins and raisin components and their relationship to human health

  • Schuster, Margaret J.;Wang, Xinyue;Hawkins, Tiffany;Painter, James E.
    • Journal of Nutrition and Health
    • /
    • v.50 no.3
    • /
    • pp.203-216
    • /
    • 2017
  • Purpose: This literature review was performed to assess the effect of raisins on human health. Methods: A review of Medline was conducted using the keywords: 'raisins, raisins and health, raisins and cardiovascular disease (CVD), raisins and cancer, raisins and diabetes, raisins and fiber, raisins and colon health, raisins and antioxidants, raisins and inflammation, raisins and dental caries'. The reference lists from previous review articles on raisins and human health and the California Raisin Marketing Board files were reviewed for additional studies. Results: Raisins have one of the highest polyphenolic content and antioxidant ORAC levels compared to other traditional dried fruits. Many of the polyphenols in raisins are well assimilated and bioavailable. Raisin consumption reduces low density lipoprotein (LDL) cholesterol, blood pressure and blood sugar, when compared to equal caloric carbohydrate snacks and is associated with a reduced risk of CVD. The anti-inflammatory and cancer chemopreventive effects of raisins are mixed. Raisin consumption reduces intestinal transit time and positively affects gut microbiota. Raisins produce sustained energy during long term athletic competitions equal to traditional sports energy gels, shots and jelly beans. Raisins produce a non-cariogenic oral environment and do not fit the American Academy of Pediatrics criteria to be considered a choking hazard. Conclusions: Based on the review of literature, consumption of raisins provide numerous health benefits for promoting general wellness and in the prevention of many chronic diseases including: CVD, type 2 diabetes mellitus (T2DM) gastrointestinal diseases, and dental caries.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
    • /
    • v.20 no.5
    • /
    • pp.69-76
    • /
    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Research on the influencing factors of new energy vehicles Based on VAM theory and Environmental awareness theory

  • Li, Wei-jia;Liu, Zi-Yang;Yang, Qiao
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.12
    • /
    • pp.293-301
    • /
    • 2022
  • Based on the VAM model of the consumer behavior research framework, combined with the altruistic variable of environmental awareness, this paper constructs a research model on the impact of perceived value, perceived risk and environmental awareness on purchase intention, and deeply analyzes the driving factors of perceived value and perceived risk. By collecting 612 valid questionnaires, data was analyzed by using SPSS 24.0 and AMOS 24.0, the results were concluded. Perceived usefulness, perceived entertainment, Technicality, and Energy Awareness all have a significant positive impact on the purchase intention of new energy vehicles; Perceived Fee has a negative impact on purchase intention. The results of this study can provide strategies for companies to improve marketing, reduce consumers' perceived risks, provide beneficial supplements to companies in promoting the environmental protection attributes of new energy vehicles and their own environmental protection efforts, and promote the balance of economic and environmental benefits.

The effect of Brand Association in Public Libraries on Customer Satisfaction and Loyalty in Public Libraries - Focused on the 20s (공공도서관의 브랜드 연상 요인이 20대의 고객 만족 및 충성도에 미치는 영향)

  • Seo, Jungsun;Kim, Giyeong
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.56 no.1
    • /
    • pp.321-345
    • /
    • 2022
  • Public libraries have been facing new challenges as the number of channels providing information resources has been increasing due to information and communication technology development. The perception of public libraries of the general public is that they should continue to play a substantial role in information services. However, the libraries' environments are changing, and the public's needs are diversifying, so public libraries also need to differentiate themselves from other organizations that provide similar services. This paper proposes branding as a solution to create differentiation. The study conducted a questionnaire survey with Koreans in their 20s. A series of statistical tests with the survey data showed the impact of the brand association elements on customer satisfaction and brand loyalty and identified unique factors in public libraries. For example, Brand associations such as material-based services, benefits, and attitude affected both dependent variables. On the other hand, the non-product association such as space/place images did not. Based on these findings, we provided implications for introducing branding in public libraries.

Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.587-594
    • /
    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.

Dimensions of Smart Tourism and Its Levels: An Integrative Literature Review

  • Otowicz, Marcelo Henrique;Macedo, Marcelo;Biz, Alexandre Augusto
    • Journal of Smart Tourism
    • /
    • v.2 no.1
    • /
    • pp.5-19
    • /
    • 2022
  • Smart tourism is seen as a revolution in the tourism industry, involving innovative and transformative theoretical-practical approaches for the sector. As a result of its application in the tourist context, benefits can be seen such as more sustainable practices, greater mobility and better accessibility in destinations, evolution of processes and experiences of tourists. Much of this is achieved through the support of technological solutions. However, despite the immense expectations, and the many researches carried out on it, a literature summary regarding the dimensions that can be observed in each application of this smart tourism has not yet been proposed. Therefore, supported by the PRISMA recommendation, this research proposed to carry out an integrative review of the literature on smart tourism (in its different levels of application, such as the city, the destination and the smart tourism region), with the objective of mapping the dimensions that underlie it. Thus, from an initial scope of 833 intellectual productions obtained, inputs were found for the dimensions in 363 of them after a thorough analysis. The compilation of data obtained from these productions supported the proposition of 14 operational dimensions of smart tourism, namely: collaboration, technology, sustainability, experience, accessibility, knowledge management, innovation management, human capital, marketing, customized services, transparency, safety, governance and mobility. With this set of dimensions, it is envisaged that the implementation of smart tourism projects can present more comprehensive and assertive results. In addition, shortcomings and opportunities for new research that support the evolution of the theory and practice of smart tourism are highlighted.

Distribution of a Soft Drink Brand Communication on Brand Image with e-WOM as a Mediating Role on Indonesians Gen Z

  • SHIDDIQI, Muhammad fajar;LI, Sin;SUHARI, Umaidi;HIDAYAT, Zinggara;MANI, La
    • Journal of Distribution Science
    • /
    • v.21 no.1
    • /
    • pp.85-93
    • /
    • 2023
  • Purpose: This research is intended to analyze how distribution of brand communication of a Soft Drink brand on brand image mediated through electronic word of mouth on packaged carbonated drink in Indonesian Gen-Z. This research also aims to find out how electronic word of mouth can have a role in creating a brand image for Indonesia Gen-Z. Research design, data and methodology: This research is using a quantitative approach with purposive sampling technique, a survey was conduct online and the number of samples being 384 responders who are spread all over Indonesia. The questionnaire construct was designed based on several variables, such as brand communication, brand image, and e-WOM. E-WOM was positioned as a mediating variable in this research. Brand Communication indicators consist of event and experience, public relation and publicity, direct marketing and personal selling. Meanwhile brand image consists of Attributes, Benefits, and Attitudes. E-WOM indicators consist of intensity, balance of opinion, and content. Results: The result of this research being (1) There is a significant influence between brand communication and brand image. (2) There is a significant influence between brand communication and electronic word-of-mouth. And (3) There is a significant influence between brand communication and brand image mediated through electronic word-of-mouth. Conclusion: The findings of this research prove that there is significant influence between brand communication, brand image and electronic word-of-mouth, this study also provide several information about how other factor affect the distribution of brand communication.

Lycopene Content and Fruit Morphology of Watermelon (Citrullus lanatus) Germplasm Collections

  • Jae-Jong Noh;On-Sook Hur;Na-Young Ro;Jae-Eun Lee;Ae-Jin Hwang;Bit-Sam Kim;Ju-hee Rhee;Jung Yoon Yi;Ji Hyun Kim;Ho-Sun Lee;Jung-Sook Sung;Myung-Kon Kim;Awraris Derbie Assefa
    • Proceedings of the Plant Resources Society of Korea Conference
    • /
    • 2020.08a
    • /
    • pp.32-32
    • /
    • 2020
  • High-quality and high-phytonutrient watermelon fruits have strong market opportunities besides their health related benefits. Hence, investigating quality and nutritional related traits of watermelon genetic resources could provide important baseline data in breeding for increased lycopene content thereby increasing the marketability of watermelon. To this end, we have examined some fruit morphological traits and lycopene content of 105 genetic resources. The morphological characters were recorded on the field and inside laboratory and lycopene was measured using spectrophotometric and HPLC methods. Watermelon fruits have shown a diverse morphological characters. Red and pink fleshed fruits dominated in the entire collections. Fruits with higher thickness of rind were found to exhibit less soluble solid content (SSC). Korean origin fruits were characterized by intermediate SSC while USA, RUS, TJK, TKM, TWN, and URY originated fruits had the highest SSC. The lycopene content varied between 41.37 and 182.82 ㎍/g, 2.81 and 163.72 ㎍/g, and 3.54 and 255.47 ㎍/g using HPLC, UV-Vis, and microplate reader instrumnets, respectively. Red- and pink-fleshed fruits had the highest levels of lycopene content compared to the yellow- and orange-fleshed. Lycopene content had a significant positive correlation with SSC, however, no correlations were detected between lycopene and other quantitative fruit morphological characters.

  • PDF

Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective - (3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 -)

  • Si Eun Kim;Min Ji Kim
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.26 no.2
    • /
    • pp.115-127
    • /
    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.