• 제목/요약/키워드: mobile advertisements

검색결과 65건 처리시간 0.021초

모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구 (A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry)

  • 강태욱
    • 한국엔터테인먼트산업학회논문지
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    • 제15권3호
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    • pp.297-309
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    • 2021
  • 모바일 및 온라인 게임을 홍보하기 위한 새로운 방안으로 스포츠 스타, 엔터테이너, 배우 등 다양한 유명인을 활용하여 대중매체와 소셜 미디어를 통해 광고를 하는 경우가 많다. 많은 대기업 게임업체들이 앞 다퉈 유명인을 활용한 광고 홍보 전략을 활용해 왔고 이는 자연스럽게 투자비용을 증가시키는 요인이 되었다. 한편 게임을 홍보하기 위한 투자비용의 증가에 대한 효율성에 관해서는 아직 미지수로 기존 연구에서는 게임을 플레이하는 실제 유저들을 대상으로 한 연구는 수행된 바가 없다. 따라서 본 연구에서는 유명인을 활용한 광고를 통해 게임을 접하는 고객층을 대상으로 유명인을 활용한 광고 홍보 전략이 게임을 다운로드하고 플레이 하도록 유인하는 요소로서 적절한 효과를 가지는지에 대해 탐색하고자 하였다. 연구결과를 통해 급진적으로 늘어가는 홍보 비용의 증가에 대한 효율성 정도를 측정함으로써 대기업 게임업체 위주의 무차별적인 홍보비용 증가를 줄이고 이로 인한 소규모 게임업체들의 시장 진출 어려움에 대한 방안을 모색할 수 있을 것으로 예상된다.

How to Forecast Behavioral Effects on Mobile Advertising in the Smart Environment using the Technology Acceptance Model and Web Advertising Effect Model

  • Kim, Yong Beom;Joo, Hyung Chul;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권10호
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    • pp.4997-5013
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    • 2016
  • This paper proposes and then verifies a model that can be used to forecast the effects of behavior on mobile advertising based on the Technology Acceptance Model (TAM) and Web Advertising Effect. The objective of this research is to probe the relationship between the cause and effect of the entertainment, informativeness, usefulness, capacity to accommodate smart-environment technologies, Hedonic Adaptation Model (HAM), etc. that mobile advertisements provide, as well as the attitudes toward advertisements in general. In order to accomplish this goal, the research was verified using Structural Equation Modeling (SEM), and the results are as follows. First, the informativeness of mobile advertising has a positive effect on the recognized ease of use. Second, the entertainment and informativeness of mobile advertising has positive effects on the recognized usefulness. Third, the recognized ease of use has a positive effect on the recognized usefulness. Fourth, the informativeness of mobile advertising causes a positive effect on smart-environment technologies. Fifth, the entertainment and informativeness of mobile advertising cause positive effects on the HAM. Sixth, smart-environment technologies cause positive effects on the HAM. Seventh, the recognized usefulness causes a positive effect on the value of mobile advertising and the intention of use. Eighth, the HAM has a positive effect on the value of mobile advertising and the general attitudes toward it. Ninth, the value of mobile advertising has a positive effect on the attitudes toward advertising. Tenth, the attitudes toward mobile advertising have a positive effect on the intention of use.

Exploring Conventional Models of Purchase Intention: Consumer Attitudes Towards Smartphones Advertisement

  • Manaf, Ahmad Azaini;Lee, Sung-Pil
    • 감성과학
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    • 제17권2호
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    • pp.13-24
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    • 2014
  • Mobile phone makers compete for market shares through domination in media advertisements. These include domination of advertisements (Ads) in TV and the internet. However, the abundance and complexity of the competitions of Ads in TV does not guarantee advertising success which can influence consumers' emotion and the purchase intention towards the brand. This research analyses the case of a directional model on Attitude-towards-the-Ad model as a baseline into a new proposed correlation models (MacKenzie, Scott, &Lutz, 1989). The survey targets the involvements of Asian smartphone owners' attitude on advertisements, brands and purchase intentions. CFA (Confirmatory factor Analysis) was used in the research experiments, including hypothesis testing, the outcome of model fit which revealed significant levels and were successful. The study revealed that all three paths have consistently high coefficient paths (Attitude to Ads - Attitude to Brands - Purchase Intention), showing significant value of (${\beta}$=>.80), which supported each correlation factors. Therefore, this structural model, could set standards for creative managers and advertising teams to improve the brands visibility and build strong influences on attitudes in advertisements and improve purchase intentions.

모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로 (The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users)

  • 배신양;장병희
    • 한국콘텐츠학회논문지
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    • 제21권11호
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    • pp.478-489
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    • 2021
  • 현재 모바일 게임 산업은 상승세를 보이고 있으며 주요 산업 중 하나이다. 최근 모바일 게임 중 광고는 기존 광고와 달리 브랜디드 광고를 지향한다. 본 연구에서는 모바일 게임 환경 하에 브랜디드 광고 속성의 효과에 대한 분석을 진행하였다. 맥락일치성, 지각된 광고침입성, 오락성이 광고태도, 브랜드태도, 구매의도에 미치는 영향을 중국 모바일 게임 10~20대 이용자를 대상으로 검증하였다. PLS-SEM 기법으로 분석한 결과, 맥락일치성, 오락성이 광고태도에 유의미한 영향을 미치고 브랜드태도에는 유의미한 영향을 미치지 않았다. 지각된 광고침입성은 광고태도와 브랜드태도에 모두 유의미한 영향을 미치지 않았다. 광고태도는 브랜드태도를 거쳐 구매의도에 유의미한 영향을 미쳤다. 마지막으로 연구 결과를 바탕으로 모바일 게임 브랜디드 광고의 효과를 논의하고 효과적인 브랜디드 광고 전략 방안을 제시하였다.

청소년 소비자의 소비가치와 소비행동과의 관계 - 이동전화 소비행동을 중심으로 - (A Relationship between Consumption Value and Consumption Behavior of Adolescent Consumers - Focused on the Consumption Behavior of Mobile Phones -)

  • 김시월;김유진
    • 대한가정학회지
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    • 제46권3호
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    • pp.13-26
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    • 2008
  • This study aims to offer basic data for consumer education regarding the use of mobile phones by adolescent consumers in a correct way by researching and analyzing the consumption value and consumption behavior of adolescent consumers for mobile phones to see how they use mobile phone as consumers, which is a serious of user behaviors according to their plan, purchase, use, and disposal. Based on the research results, the study proposes the following in relation to the correct use of mobile phones by adolescent consumers. First, in the purchase or use of mobile phones, a more demonstrative consumption pattern was more likely for males than females and for those who are in higher grades than those who are not. Therefore, it is necessary to offer consumer education given the gender and school year rather than stereotyped consumer education. Second, it is necessary to offer objective information and give consumer education for checking the instant desire for something new in order to prevent an impulsive purchase based upon advertisements given the characteristics of adolescent consumers who prefer new designs or functions. Third, regarding the disposal of mobile phones, it is necessary to seek strategies for recycling mobile phones usefully at an administrative level to prevent mobile phones from being thrown away without being recycled.

이동통신 환경 하에서의 고객관계관리를 위한 지역광고 추천 모형 (Location-based Advertisement Recommendation Model for Customer Relationship Management under the Mobile Communication Environment)

  • 안현철;한인구;김경재
    • Asia pacific journal of information systems
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    • 제16권4호
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    • pp.239-254
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    • 2006
  • Location-based advertising or application has been one of the drivers of third-generation mobile operators' marketing efforts in the past few years. As a result, many studies on location-based marketing or advertising have been proposed for recent several years. However, these approaches have two common shortcomings. First. most of them just suggested the theoretical architectures, which were too abstract to apply it to the real-world cases. Second, many of these approaches only consider service provider (seller) rather than customers (buyers). Thus, the prior approaches fit to the automated sales or advertising rather than the implementation of CRM. To mitigate these limitations, this study presents a novel advertisement recommendation model for mobile users. We call our model MAR-CF (Mobile Advertisement Recommender using Collaborative Filtering). Our proposed model is based on traditional CF algorithm, but we adopt the multi-dimensional personalization model to conventional CF for enabling location-based advertising for mobile users. Thus, MAR-CF is designed to make recommendation results for mobile users by considering location, time, and needs type. To validate the usefulness of our recommendation model. we collect the real-world data for mobile advertisements, and perform an empirical validation. Experimental results show that MAR-CF generates more accurate prediction results than other comparative models.

모바일 광고특성, 개인특성, 구매태도와 구매행동과의 구조적 관계 -청소년 소비자를 중심으로- (Structural Relationship between Mobile Advertisement Characteristics, Personal Characteristics, Purchasing Attitude and Purchasing Behavior -Focus on Youth Consumers-)

  • 배종서
    • 한국콘텐츠학회논문지
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    • 제20권5호
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    • pp.303-317
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    • 2020
  • 스마트 폰 보급률의 확산과 다양한 기능의 발달로 모바일 광고라는 새로운 광고매체가 대두되었고, 일과의 대부분이 스마트폰을 통해 이루어지는 청소년들을 타겟으로 한 다양한 모바일 광고가 활성화 되었다. Z세대로 불리우는 현대사회의 청소년은 연령대 중에서 스마트폰을 이용하는 시간이 가장 길고, 경기침체기에도 청소년 소비자는 경기불황을 이겨낼 수 있는 중요한 소비층이기 때문에 이들의 구매력을 목표로 하는 모바일 광고가 홍수처럼 쏟아지고 있다. 따라서 본 연구는 스마트폰을 이용하는 청소년을 대상으로 모바일 광고특성과 개인특성이 구매태도에 미치는 영향력을 파악하고, 이는 다시 구매행동으로 어떻게 연결되는가를 파악하였다. 연구를 진행하기 위해 스마트폰을 이용하는 고등학생 324명을 대상으로 설문조사를 하였고, 결과는 다음과 같다. 첫째, 모바일 광고특성과 브랜드 선호도에서 편의성의 인식이 높을수록 브랜드 선호도가 높았고, 둘째, 모바일 광고특성과 브랜드 신뢰도는 편의성, 정보성, 오락성의 인식이 높아질수록 수용도에 긍정적인 영향 미쳤다. 셋째, 청소년의 개인특성이 구매태도에 미치는 영향을 파악한 결과 유행추구, 개성추구, 실용추구가 브랜드 선호도에 긍정적인 영향을 미쳤다. 넷째, 구매태도와 구매행동의 관계를 분석한 결과, 구매태도 중 브랜드 선호도와 브랜드 신뢰도가 구매행동에 긍정적인 정(+)의 영향을 미치는 것으로 검증되었다. 본 연구는 모바일 소비자로 급속히 성장하고 있는 청소년들을 대상으로 모바일 광고가 구매행동에 미치는 영향력을 파악하였다는데 연구의 의의가 있다.

Effects of Foodservice Franchise's Online Advertising and E-WOM on Trust, Commitment and Loyalty

  • AHN, Sung-Man;YANG, Jae-Jang
    • 한국프랜차이즈경영연구
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    • 제12권2호
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    • pp.7-21
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    • 2021
  • Purpose: One of the characteristics of service companies such as foodservice franchise is that it is easy to imitate, so many brands can imitate the menu that is popular with consumers. Therefore, foodservice franchise company should develop a brand that customers can identify from other brands in order differentiate it from its competitors. In order make the foodservice franchise company identifiable from other brands, it is possible through communication with customers. Therefore, this study proposes a new research model to analyze customer loyalty through online advertising and online word of mouth trust and immersion. Online was provided to customers through a mixture of advertisements and word of mouth, but previous studies have only considered online advertisements or online word of mouth. In addition, we want to verify the difference according to gender, which is an important variable in researching the online information processing behavior of customers. Research design, data, and methodology: The questionnaire of this study was surveyed on 20 years of age or older who have visited the restaurant franchise store within the last 3 months among the foodservice franchise companies operating SNS. During the survey period, 400 surveys were surveyed for a total of 20 days from April 1 to April 20, 2020. Result: The research results are as follows. First, in this study, the effect of online advertisement and online word of mouth on trust and immersion was studied. Second, this study verified the social influence theory in online advertising and online word of mouth. Third, the effect of online advertising and online word of mouth on loyalty according to gender was verified. Fourth, compared to existing advertisements, online advertisements are suitable for marketing by foodservice franchise companies because they can interact with consumers, modify advertisements immediately, execute extensive advertisements at low cost, segment the market, and measure advertisement effectiveness. The recent online expansion has been expanded to mobile-based, allowing foodservice franchisees to provide new communication services such as SMS (Short Message Service), multimedia messaging services, and location-based services. Fifth, a foodservice franchise company can increase brand awareness through online marketing or induce the use of offline stores. Sixth, franchisor can grow into a sustainable company only when they use resources efficiently. Conclusions: Trust is important in foodservice franchise information. This trust has a significant impact on customer commitment and loyalty.

약물 남용 방지를 위한 모바일 기반 의약품 정보 시스템의 프로토타입 설계 (Prototype Design of Medicine Information System based on Mobile to check medicinal misusing)

  • 김하강
    • 한국항행학회논문지
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    • 제15권1호
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    • pp.112-123
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    • 2011
  • 최근 대한 약사회에서 오래된 약물의 섭취로 인한 부작용을 예방하고 약물에 의한 환경오염을 예방하자는 내용으로 공공 광고를 하고 있다. 또한 의약분업으로 인한 약물 남용을 예방하고자 하였으나, 약물 처방의 복잡한 절차와 약물처방 비용만 증가시켰다. 현 상황을 벗어나기 위한 좀더 효율적인 시스템의 도입이 필요하게 되었다. 유비쿼터스와 융합 기술이 IT 분야의 트랜드가 되었으며, 이러한 기술을 이용한 약물 남용 및 관리를 위한 모바일 기반 의약품 정보시스템과 약품 이미지 검색의 프로토타입을 설계하고자 한다.

A Study on the design and implementation of Intelligent Advertisement Operation System based on User's Feedback in Mobile Environments

  • Lee, Yong-Ki;Moon, Nam-Mee
    • 한국컴퓨터정보학회논문지
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    • 제20권8호
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    • pp.93-104
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    • 2015
  • In this paper, the design of intelligent_advertisement_operation system(IAdOS) based on user's feedback is proposed for mobile environments. The proposed system stores the advertising contents created by the advertising provider and recommends the personalized advertising contents by analyzing the context information, and then feedback information of the advertisements. Since the proposed system which can recommends provide the smart advertisement contents based on personal preference, it is expected to contribute the new service model development of in the field of advertising market.